erat eresds 





Sit (9 bt cw ih Sele pe sbit pete tet ts fowl tos bes pt sites Fate tee) tanked Lt, 




















Digitized by the Internet Archive 
in 2022 with funding from 
Princeton Theological Seminary Library 


-https://archive.org/details/nandbookofgamesp0Olapo_0 


aIOH V NI Old 





fine PEN hb RA ei OV RE NN A RO AIS Tec tb oe a 








os a nwl OF PEs a 

The Abingdon Religious Education NO 957 ; 
David G. Downey, General Editor as 
GEORGE HERBERT BETTS, Associate Editor gl 


A Handbook of Games 


and Programs 
FOR CHURCH, SCHOOL, AND HOME 


By oe 
WILLIAM RALPH {A PORTE 


Professor of Physical Education, University of 
Southern California. 


REVISED EDITION 





THE ABINGDON PRESS 
NEW YORK | CINCINNATI 


Copyright, 1922, 1925, by 
WILLIAM RALPH LA PORTE 


All Rights Reserved 


Printed in thai United Statceton Acnetin 


First Edition Printed November, 1922 
Reprinted, February and July, 1923; April; 1925 


CONTENTS 


CHAPTER PAGE 
EEOITOR'S) INTRODUCTION 4/04... nice cote bath acu Akt II 
PREGACK cia Mb ete ye aiken OMAR URCH. aLislunme tigers, 13 

LASOCLALALEADERSHER An MCRL AW omit nee 15 
PRANNING EROGBAMS ©, rutin urs haps RAE LL 15 
HE SPIRIT O8 ME LEADER i206 asl. eaitiies Gis oees 17 
ASAME VORMATIONS U0 cic ot un Vile et Ooh uae Wun Lakhs 19 
SAMPLE PROGRAMS cide osu aleve ie gieratar'g of aensl bye dire galt, 20 

Mixed Party (High-School Age—150 Guests) 
Get-Acquainted Games Refreshments 
Quiet Games Group Singing 


Active Games 
Mixed Party (Adults—100 Guests) 


Get-Acquainted Games Competitive Games 
Quiet Games Short Program 
Refreshments 

Stag Party (Adolescent Boys—30 Guests) 
Dual Contests Refreshments 


Popular Songs 
Girls’ Party (Adolescent Girls—30 Guests) 


Quiet Games Short Program 
Active Games Refreshments 
Singing 
ClOBRECT: DOCTAL HORM MOM ONi, iio dae hae capac had Selebe cats 22 
BIBLIOGRAPHY ON SOCIAL FoRM................--- 24 
Ti. GE T-ACOUAINTED GAMES ion nie ete eta wok Lo ars 25 
ACE BEARERS iach ie oot ahi Mee won et ee ena eteieg.g 25 
Animals Neighbor’s Name 
Autographs Progressive Conversation 
Bluff Your Neighbor Sack Shake 
Books and Authors Scrapbooks 
Descriptions Tinees Wants a Wife 
Gift Shake Yes or No 


Name Twisting 


4 CONTENTS 


CHAPTER PAGE 
II. GET-ACQUAINTED GAMES (Continued): 
Hanv.Linc SocraL Groups (Dividing into Groups)... 28 
Alphabetical Division Matching 
Broken Quotations Numbering off by Fours, 
Family Party Sixes, etc. 
Library Score Cards 
SECURING PARTNERS 64505654559 4s Hid RN egea ee 29 
Bidding for Partners Marching 
Clever Names Matching 
Chairless Partners Program Cards 
Cobwebs Shoe Hunt 
Drawing Names ‘Selection 
Enveloped Partners Similar Acts 
Grand March Symphony Orchestra 
Hit and Miss State Outlines 
Library Valentine\Hearts 
TL ACTIVE SOCIAL GAMES ti cue it Gatto eenneias 33 
Balloon Goal Lost Handkerchief 
Catch of Fish Maze Tag 
Catch the Cane Parcel Post 
Caterpillar Partner Tag 
Circle Tag Passing Objects 
Club Snatch Sculptor 
Curtain Ball Sine Slap 
Deer Stalking Squirrel in Trees 
Fox (Slap Jack) Still Pond. No More 
Going to Jerusalem Moving 


Have You Seen My Sheep? ‘Triple Change 
Humming-Birds and Snake Wolf and Sheepfold (Cat 


Jacob and Rachel and Rat) (Fox and 
Keep Moving Farmer) 
Last Couple Out 
TV: QUIET SOCIAL GAMES: sie Vol yale dian aera erate te 4I 
Animal Alphabet I Love My Love 
Beast, Bird, Fish Minister’s Cat 
Buzz Musical Instruments 
Crazy Stories My Ship 
Cross Questions and el Sey: it Q’s” 
Crooked Answers Pop-ity-pop 
Crossed Scissors Scandal 
Do This, Do That Sculptors 
Fly Away Statues 
“He Can Do Little Who Teakettle 
Can’t Do This’’ This Is My Nose 
Hickey Pickey Hokey Pokey Quaker Meeting 
Horns Questions 


Hunt the Ring 


CONTENTS 5 


CHAPTER PAGE 
IV. QUIET SOCIAL GAMES (Continued): 
Quiet GAMES WuHicH REQUIRE PAPER AND PENCIL... 47 
Cake Game Newspaper 
Composite Animals Novels 
Dot Menagerie Musical Terms 
Flowery Romance Comic Story 
“‘Nation’’ Contest Telegrams 
(Partial List) Travel 
Hidden Flowers Word Making 
(Partial List) Pied Names of Presi- 
Nut Contest — dents 
VeCOoMPETITIVE SUCIAL GAMES ue eee oyee he 52 
PARPIATECETIC MEETS oy ote QU Ue An ta oa GC 52 
PRACT HE VEINT SG Wyn ahaa: We dugiter vie neee aM TCNa RES OrA A Ge? iN, 53 
Bean Dropping Fan It 
Blow It Hopping Water 
Chew the String Pencil Balance 
Egg and Spoon Race Whistle It 
ADRS TACT EEC ME ESA) 200 4 elikloy Hie Vai NinbLimrae miaty ale ly peat gts ua ely 54 
Bottle Balance High-Chair Race 
Bean Extracting Hobble Hurdle 
Backward Hop Hurdle Inflated Bag Race 
Race Knife Balance 
Backward Walk Paper Race 
Blind Obstacle Pillow Hurdle Race 
Book and Umbrella Race Sack Bust — 
Candle Race Sack Race 
Chair Race Triple Obstacle Race 


Clothes Hanging Race Thread the Needle 


Drain the Bottle Turtle 
Elopement Walk the Chalk Line 
EET SOV SS ors slaeieicle of WIR RL MET ERO Merial cipratera an 58 
Shot Put Broad Jump 
Discus Javelin Throw 
High Jump Pole Vault 
VI. SOCIAL PROGRAMS ON SPECIAL THEMES..... 60 
Advertisement Party “Kid” Party 
Automobile Party Literary Evening 
Alphabet Social Musical Evening 
Backward Party Mother Goose Social 
Bonnet Bee National Evenings 
College Party Old-Fashioned Party 
Fad Party Old-Time School Party 
Flower Social Progressive Party 
Geographic Party States Party 
House Picnic Other Suggested Themes 


Hard Time Party 


6 


CONTENTS 


CHAPTER 
VII. SOCIAL PROGRAMS FOR SPECIAL OCCASIONS. 


VIII. ATHLETIC TEAM GAMES 


IX. 


April Fool’s Day 
Christmas 

Fourth of July 
Hallowe’en 
Lincoln’s Birthday 


Badminton 
Basketball (Boys) 
Basketball (Girls) 
Handball 

Indoor Baseball 


PLAYGROUND GAMES 


Black and White 
Bombardment 
Bull in the Ring 
Cap Tag : 
Chain Tug of War 
Chips (Stealing Sticks) 
Circle Stride Ball 
Dodge Ball 
Hill Dill 
Hound and Rabbit 
Hunt the Fox 
eras Tag 

at Tag 
Pig in a Hole 
Poison Snake 


Indian Club Relays 
Novelty Relay Races 
Automobile 

Chariot 

Centipede 
Caterpillar 

Cra 

Couple 

Equipment 

Barwa Roll Relay 


eee eoeevee 


PAGE 


New Year’s Day 

Saint Patrick’s Dar 
Thanksgiving Day 
Valentine’s Day 
Washington’s Birthday 


@ © 'o 0 wv 0 8 « 2 $8 66 6) 0-0 © @ & © 4 4 2 


Volleyball 
Minor Baseball Games 
Other Minor Games 


eee ee eee s ere eevee see eee ee eaes 


Prisoner’s Base 

Rope Rush 

yea Skip (Skipping 
Circle) 

Scrimmage Ball 

Sharp Shooting 

Snatch the Handkerchief 

Square Tag 

fou Tag (Beetle Is 


Third Man 
Three Deep 
Broncho Tag 
Touch Ball 
Weavers 


eeeceeeoerereeveeeeeer ee eee eens 


eoererevreevr eee eee e en ee eee ee ene 


Methods of Conducting 
Relay Races 


Hoop Relay 
Jumping (for Distance) 


Monkey 
Message Relay 
Obstacle 
Passing the Hun 
Pony Express 
Rescue 


71 


CHAPTER 


X. RELAY RACES (Continued); EvENTs: 


XI. PHYSICAL STUNTS 


BIBLIOGRAPHY 


CONTENTS 


Rescue (Double) 
Shoes and Stockings 
Skin Snake 

Spry 

Towel 

Under the Mat Relay 
Wheelbarrow 


INDIVIDUAL STUNTS 


Ankle Throw 
Backsliding 

Catch Penny 

Dog Jump 

Eskimo Race 
Eskimo Jumping Race 
Hand Clasp 

Head Spring 
Heel-and-Toe Spring 
Hurdle 

Lath and Plaster 


DuaL FEATS AND CONTESTS 


Arms’ Length Tag 
Attack 

Blindfold Boxing Match 
Boundary Tug 
Chinese Duel 
Chinese Get-Up 
Dog Collar 

Dizzy Izzy 
Falling Soldier 
Hot Hand 
Handcuff 

Hog Tie 

Hand Wrestle 
Hats Off 
Harlequin Wrestle 


os. ee e+ @ @ 


@ ee erte'te (e6  ¢' 69 0's @,'8 @ bi @ ee 


oe e+ ee ee ewe wee eee eee Hee Hee 


PAGE 


Comic Races (Suitable 
for Picnics) 

Nails 

Sewing 

Sack Race 

Three-Legged Race 

Types for Racing 

Wand Race 


oe ere ee eee wesc eee ee eeee se 


Pick Me Up 
Pick Up Spoon 
Pick Up Book 
Pray Do 
Stenographer 
Stork 

Thumb Spring 
Tight Rope 
Water Fall 
Wooden Soldier 
Wriggle Walk 


@ Oe (@ 6.6 ee o 6 (dese o 6 @ 6 6 06 @ 09 


Hello Mike 

Indian Wrestle 

Jug Handle 
Knee-and-Toe Wrestle 
Long Reach 

Lost Equilibrium 
Lunge and Hop Fight 
Push and Pull — 
Rooster Fight © 
Shoulder Shove | 
Smudge Boxing 
Strength Test 

Wand and Toe Wrestle 
Wand Twist 

Wand Wrestle 


© @ 8 0 6 0.1% Bie 6 Ce @ 6 Sk (4 © 6,418 © 





Pic IN A HOLE 


Porson SNAKE. 


ILLUSTRATIONS 


see ees eee eee eereeeereeev eve ezree eee eevee e 


Frontispiece 


RUA SINS Stem hee aie in SHaNGh aL ve tcc gra alg Facing page 41 


ROEM IEA CS VARY cleo) shells WOR Wk oe cide Models Facing page 81 


4 ; 
"Ute? 


ets LH, Di et ip 
ears ate 7 hs tA Han 
ee Lae ne Die en 
“ay / fas MONT 





EDITOR’S INTRODUCTION 


THE program of the modern forward-looking church, 
school or community includes the recreational and so-_ 
cial as well as the distinctively educational in its plans 
and activities. Such a plan recognizes the significant 
truth that the proper use of leisure time is fully as im- 
portant a problem in present-day society as the profit- 
able use of work time. It acknowledges that the play 
and recreational interests often afford the most favor- 
able approach to youth, and one of the surest anchor- 
ages by which to hold its young members from drifting 
away. Hence such new vocations within the church and 
community as ‘‘Director of Recreational Activities” and 
“Club Leader.” Many of those who have assumed 
responsibility either professionally or in an amateur way 
for this phase of social enterprises have felt the need of 
a compilation of suitable games, plays, etc., for use by 
different ages and different kinds of groups. 

Various books have been published in this field, some 
dealing chiefly with matters of theory, organization, and 
the like, and others outlining programs for certain special 
occasions. What has been lacking is a rich compendium 
of games, plays and social recreations so classified and 
described that leaders may with economy of time and 
effort build balanced programs from these materials 
suited to every possible occasion. 

This volume is offered to meet such a need. It con- 
tains over three hundred distinct play or game units, 
each with simple directions easily followed by an intel- 
ligent leader even without technical training. Practical 
suggestions are given and sample programs outlined in 

II 


12 EDITOR’S INTRODUCTION 


order to make the materials still more concrete and 
helpful. Recreational leaders who desire a fuller state- 
ment of principles and methods are referred to another 
volume of this series, The Church at Play, by Norman 
E. Richardson. 

There are two reasons why the editor offers the 
present volume to recreational leaders with especial con- 
fidence: one is Professor LaPorte himself, with his sure 
sense of fitness, his interest in the newer recreational 
program and his high professional skill; the other is the 
fact that all of the plays and games included in this list 
have been tested and proved by actual use in many 
social programs under the direction of the author and his 
assistants as well as by other leaders of young people. 


PREFACE 


BECAUSE of the increasing need for something practical 
in the way of a handbook on social and recreational 
activities, the author has undertaken to collect a large 
list of games and stunts suitable for many different pur- 
poses and arrange them in such a way as to make them 
easily available for all occasions. 

The arrangement is original as are also some of the 
games and stunts. Most of the material, however, has 
been collected from many sources, and through many 
avenues, from books and individuals, and from observa- 
tion. Many of the games are very old, and others are 
modifications and adaptations of old games. 

‘The chapters on “Social Programs on Special Themes” 
and “Social Programs for Special Occasions” were both 
arranged by the author’s wife, Lura A. LAPORTE. 

It has been practically impossible in most cases to 
attempt to give proper credit for games and stunts found 
in other books, for the same game could be traced, 
usually, to several different sources. The Bibliography 
contains the names of all books in which suggestions and 
materials were found; also other excellent books on 
games and play activities in general. f 

Every effort has been made to use only games that 
have proved highly successful in practice. Many games 
were discarded because of certain weaknesses. 

The descriptions throughout are very brief, yet com- 
plete enough to be readily understood and followed by a 
leader who possesses imagination and ingenuity. ‘The 
arrangement in chapters was made to fit the needs of 
the leader in selecting games suitable for different occa- 


43 


14 PREFACE 


sions. Games of certain definite types will be found 
grouped together, such as Competitive Social Games, or 
Active Social Games. In many cases a game would fit 
well under several different headings, but it is listed only 
once, to save repetition. An intelligent leader can readily 
see the various possibilities of adaptation of various 
games. Thus a game that may be listed under ‘‘Com- 
petitive Social Games” might also be suitable for a play- 
ground game, or an active social game, or a relay, etc. 
Any particular game can readily be found by referring 
to the Contents. 
Wi ROT, 


CHAPTER I 
SOCIAL LEADERSHIP! 


SOMEONE has said, “Anyone can put on a dance if he | 
can afford to hire a hall and orchestra, but it takes a | 
capable and energetic leader to provide a successful 
evening of social games.” 

In the majority of cases when social programs fall flat 
it is because they have not been planned carefully and 
in detail. If the program committee waits until a few 
moments before time to start before deciding what games 
will be played, the social is doomed to failure. If the 
same old games are played month after month, social 
interest will soon die. Where ‘‘Clap In, Clap Out” and 
“Winkum” continue to hold sovereign sway, it is not 
surprising that young folks go to the dance hall rather 
than the church social. 

Literary and artistic programs are good occasionally, 
but when the monthly social is featured regularly by 
certain local talent, in place of games and activities in 
which all can participate, the social interest must suffer. 

The material in the following chapters is planned to 
fill the need for activities in which all can take part. It is 
not in the form of programs, but is listed according to 
types of activities. From these the leader can build his 
own program to suit the needs of his public. 


PLANNING PROGRAMS 


Social programs should be made as varied and attrac- 
tive as possible. A good standard of procedure is to have 


1Ror a more extended discussion of principles and methods of social and 
recreational leadership, consult Richardson, The Church at Play, The Abingdon 
Press, New York. Additional source materials are also found in this volume. 


15 


16 GAMES AND PROGRAMS 


several active social games, several quiet games, and then 
a very brief but good program of songs and readings 
preceding refreshments. Or the formal program may be 
eliminated entirely. 

If desired to invite special guests to socials, such as 
school faculty members, preachers, strangers, etc., spe- 
cial written invitations should be sent to them. 

Plan all details of the affair well in advance, preparing 
for every possible emergency, so that the program may 
run through without a hitch. 

The leader, hostess, or members of the reception com- 
mittee should give special attention to receiving the 
guests, introducing them to others, seeing that congenial 
people get together, and, if possible, find time for a few 
pleasant words with each guest. Watch carefully to see 
that no one is neglected. Give special attention to bash- 
ful or backward people. 

The social committee should try to make as many as 
possible responsible for something on the program. 
Develop leaders by using different people on the com- 
mittee for various occasions. 

Refreshments should be suited to the occasion, the 
weather, etc. Use extreme care to see that refreshments 
are daintily and properly served. Crude service often 
spoils the effect of the entire evening for many people. 

Suggested committees: Reception, Program, Refresh- 
ments, and Decoration. 

Methods of advertising include posters, newspaper 
articles, announcements, bulletin boards in schools, 
blackboards in classrooms. 

A social of the right kind, in addition to giving enthusi- 
astic relaxation and enjoyment, should have a general 
effect of inspiration and elevation for all who attend. 
The rowdy spirit should never be present. Courtesy and 


SOCIAL LEADERSHIP 7, 


refinement should be emphasized and practiced by all. 
A spirit of unselfish consideration for the rights of others 
should be dominant. Self-discipline should be practiced 
at a church social as much as at a formal dinner. Healthy 
restraint is wholesome, and is entirely compatible with 
enthusiastic enjoyment. It has been said truthfully that 
the dance hall often is a much better training school in 
courtesy and refinement than is the average church 
social. 

The social games should not all be passive and quiet. 
The body as well as the mind needs exercising. The 
program should not be too strenuous, however, and 
should be adapted carefully to the place, conditions of 
climate and temperature, and the age of the guests. 


THE SPIRIT OF THE LEADER 


The social game leader should be dignified enough to 
maintain good order and attention, and strict enough to 
indicate that he is master of ceremonies, but should use 
great care not to create an impression of stiffness and 
formality. The spirit of fun and frolic must be created 
and maintained above everything else. 

Assume a glow of enthusiasm and animation so as to 
impress the entire group with the playful and joyous 
spirit. Once stimulated with the play spirit, the crowd 
will readily follow a leader. 

Be businesslike in handling a crowd, and be sure that 
you know exactly what to do every moment. Never 
make a mistake in games, and always have a new game 
ready to start before the old one gets tiresome. Never let 
things drag. A short, snappy program is most ideal. 

Be very definite and clear in instructions regarding 
games, and enthusiastic and energetic in directing them. 

Choose games that are interesting and enjoyable to all. 


18 GAMES AND PROGRAMS 


Preferably use games in which the entire group is kept 
busy constantly. Get everyone into something, and keep 
things moving. In games which use only a part of the 
group at a time, see that different persons are chosen 
for each game, so that all may have opportunity to 
participate. 

If you want your next social to be well attended, see 
that the evening closes as enthusiastically and success- 
fully as it opens. Do not leave your final number or 
game to be selected by chance. Have a reason for it. 
Close the social promptly while the crowd is still enjoy- 
ing itself. 

If there is a tendency to form cliques at socials, plan 
the games in a tactful manner so as to break up the 
groups. | 

A very serious problem that faces the leader is the 
adaptation of games to various groups. One often sees 
middle-aged people embarrassed by enthusiastic leaders 
insisting that they take part in games that they do not 
know or to which they are not well adapted. Younger 
people with timid natures are often embarrassed in a 
similar manner. The purpose of the social is to give to 
everyone the fullest measure of enjoyment. This result 
is best achieved by having some games that require littie 
skill and do not call special attention to individuals. 
Encourage the more timid ones in these games. Obvi- 
ously, it is unjust to insist on a timid, retiring person 
eating three or four dry crackers in front of dozens of 
laughing friends, as part of a competitive race. And yet 
this is often seen. The clever leader will get everyone 
into action without hurting feelings or causing embarrass- 
ment to any. 

Programs can be conducted more smoothly and 
activities directed more efficiently if the leader makes a 


SOCIAL LEADERSHIP 19 


wise use of assistants. Select several live young people 
to help out in emergencies and to assist in controlling 
groups. If possible, go over your plans with them be- 
fore the social. | 

The leader will find group singing a great aid in 
brightening up programs, and in creating the proper play 
atmosphere. Popular songs may well be introduced at 
the beginning of the program, combined with a grand 
march or some of the get-acquainted games, in circle 
formation. It is often wise to close the evening’s program 
by having the group gather around the piano after re- 
freshments have been served, and join the leader in a 
series of popular, patriotic, sacred, and comic songs. 


GAME FORMATIONS 


There are three usual formations for the group games: 
Circle, Line, and File. 

Circle: The formation may be either single or double. 
A simple method of forming a circle is to ask the group 
to take hold of hands and form a circle quickly. If double 
circle is desired, have them count off by twos, after the 
circle is formed, and odd numbers step in front of the 
even numbers on their right. 

For large groups the double-column formation as in the 
Grand March may be used. This gives a double circle. 
If single circle is desired, have all face inward, and the 
members of the inner circle step back and to the right 
of their partners. 

Line: For large groups use Grand March, and from 
column of twos have alternate couples go right and left 
to opposite sides of the room. Have them halt, face 
center, and form single lines by having the rear line mem- 
bers step up to the left of their partners. 


20 GAMES AND PROGRAMS 


For small groups: Simply indicate where each line 
is to form, and have them take their places. 

File: From two or more single line formations, 
have players face right or left, and then close up to 
the desired position for such games as relays. 


SAMPLE PROGRAMS 


As an aid to beginners, four suggested programs 
are here outlined, using different types of activities. 
These are merely suggested combinations and are 
not necessarily recommended as set forms to be fol- 
lowed without modification. 


Mixep Party (High School Age—150 guests) 


Get-Acquainted Games: 


Grand March and popular songs. 
Tucker Wants a Wife (variations). 
Neighbors—single and double circles. 


Quiet Games (have several in center, or divide into small circles): 


Hickey, Pickey, Hokey, Pokey. 


Pop-ity-pop. 
This Is My Nose. 


Active Games: 


Passing Objects (in circle)—clothespins, toy bal- 
loons, etc. 

Weavers. 

Balloon Volley Ball or Curtain Ball. 


SOCIAL LEADERSHIP 21 


Refreshments: 


Ice cream and wafers served cafeteria style. 


Group Singing 


MixeD Party (Adults—r1oo Guests) 


Get-Acquainted Games: 


Bluff Your Neighbor. 
Grand March. 
Neighbor’s Name. 

Quiet Games (if desired, divide into small circles): 
Pop-ity-pop. 

Musical Instruments. 

Competitive Games (group divided into two teams): 
Book and Umbrella Race—or Elopement. 
Chair Race. 

Candle Race. 
Clothes-Hanging Race. 
Thread the Needle. 

Bean Dropping. 

Balloon Passing Relay (line). 

Short Program of Music and Readings 

Refreshments: 

Punch and Wafers, serve from several tables. 


Stac Party (Adolescent Boys-——30 Guests) 


Dual Contests: 
Hot Hand. 
Hand Wrestling Matches. 
Indian Wrestling Matches. 
Chinese Duel. 


22 GAMES AND PROGRAMS 


Deer Stalking. 

Club Snatch. 

Blindfold Boxing Match. 

Boxing Contests. 

Wrestling Contests. 
Refreshments: 


Doughnuts and apples, or Frankfurters. 
Popular Songs, gathered about piano. 


Girts’ Party (Adolescent Girls—30 Guests) 
Quiet Games: 


Animals. 

Hickey, Pickey, Hokey, Pokey 
Pop-ity-pop. 

Dot Menagerie, or Teakettle. 


Active Games: 


Club Snatch or Snatch the Handkerchief. 
Balloon Goal or Balloon Volleyball. 
Maze Tag (walking). 


Short Program of Readings, Music or Skits: 


Refreshments (divide into groups by using Broken Quotations): 


Sandwiches and chocolate. 
Singing: 
CoRRECT SocrAL FORM 


“Manners,” 


says Emerson, “are the happy ways of 


doing things.”’ True courtesy is the expression of kindly 
impulses, and the best manners are the simple ways of 
showing kindness and consideration. A single act of 
rudeness is costly. Rudeness is either thoughtlessness or 
selfishness, usually the latter. One may be frank and 


sincere without being rude. 


SOCIAL LEADERSHIP 23 


Since much of social happiness and success depends 
upon the observance of customary social forms, a list of 
good books on etiquette is appended. Some of these 
will be found in most public libraries. A few general 
suggestions for social affairs are also submitted herewith. 

In giving introductions pronounce names clearly; : 
always present a gentleman to a lady, a girl or boy to an 
older person, and a guest to a hostess. In receiving / 
introductions gentlemen always rise if seated; hostesses 
always rise; other ladies rise except when receiving intro- 
ductions to gentlemen. A gentleman when introduced 
to a lady, waits to see if she offers her hand before ex- 
tending his own. In acknowledging introductions one 
may merely repeat the name of the person presented, or 
may say ‘How do you do,” or “I’m glad to know you,” 
or some other simple formality. 

In conversations be a good listener. A sensible com- 
ment occasionally is far better than a continuous flow of 
nonsense. Remember that the other person will appre- 
ciate you more if he gets to do most of the talking. In 
making conversation with strangers try by tactful ques- 
tion and comment to find a common ground for con- 
versation.. Be well informed on current topics, but be 
ready to credit the opinions of others. In listening to 
others be truly interested. Mental preoccupation ruins 
conversation. 

Don’t monopolize the conversation or interrupt others 
unless absolutely necessary. Don’t try to display knowl- 
edge, give unasked-for advice, contradict, argue exces- 
sively, or talk ‘“‘shop.’? Don’t repeat gossip or slander, 
parade private matters in public, or boast of birth, 
wealth, or friends. Never use flattery, nor ignore a well- 
meant compliment. 

When being entertained, enter heartily into the spirit 


24 GAMES AND PROGRAMS 


of the occasion; make it your chief interest to see that 
others enjoy themselves while you are having a good 
time. If you have social or artistic talents, be modest in 
their use, but do not insist on being coaxed. Make your- 
self interesting to others; if your partner is a disappoint- 
ment to you, do not show it; avoid the faintest semblance 
of snobbishness. Give special attention to bashful, back- 
ward, and timid folk. 


BIBLIOGRAPHY ON SOCIAL ForM 


Green, W. C., A Dictionary of Etzquette, Brentano Publish- 
ing Company, New York. 

Hall, Florence Howe, Soctal Customs, Dana Estes & Co., 
Boston. 

Hall, Florence H., Boys’ and Girls’ Manners, Dana Estes 
& Co., Boston. 

Hardy, E. J., How to Be Happy Though Ctvtl, Charles 
Scribner’s Sons, New York. 

Holt, Emily, Encyclopedia of Etiquette, Doubleday, Page 
& Co., New York. 

Kingsland, Mrs. Burton, The Book of Good Manners, 
Doubleday, Page & Co., New York. 

Ordway, Edith, The Etiquette of Today, Sully & Kleinteich, 
New York. 

Roberts, Helen L., The Cyclopedia of Social Usage, G. P. 
Putnam’s Sons, New York. 


CHAPTER II 
GET-ACQUAINTED GAMES 


IcE BREAKERS 


ONE of the most important things upon which the 
success of any social gathering depends is the way in 
which the guests are received, introduced, and made 
to feel at ease. A person cheerfully received feels 
happier, and enters into everything far better for the 
rest of the evening. This depends not only upon 
the game played after everyone has arrived, but also 
upon what the first ones shall do until the others 
come. A good way to accomplish this is to ask in 
the invitations that each person bring a joke or rid- 
dle. These furnish laughter for any number of 
people. 


Animals: 


Pin name of an animal on each guest’s back. 
The first one guessing what he is by questioning 
others, who in turn try to mystify him, is the 
winner. 

Autographs: 

Give each guest a blank booklet (either fancy or 
simple), with the word ‘‘autographs’” on the first 
page. Small pencils should be attached. Object, to 
secure aS many autographs as. possible. 

Bluff Your Neighbor: — 

Pin a slip of paper on the back of each guest 
bearing either his own name or the name of a 
writer, animal, etc. Instruct him to let no one 

25 


26 GAMES AND PROGRAMS 


read his own slip, but to get the names of as many 
others as possible. 


Books and Authors: 

Girls are given slips with names of books, and 
boys with names of their authors. These are pinned 
on the sleeves of the guests. ‘‘Books’’ when found 
by the ‘author’ must talk to him five minutes 
about his other books. 


Descriptions: 

Give each man a paper and pencil. Introduce 
him to a lady with whom he converses for five min- 
utes, after which he retires and writes minute de- 
scription of her appearance. After ten minutes 
collect papers. Redistribute promiscuously to the 
men, who in turn search for lady described. Or, 
slips may be exchanged; men take turns reading 
the descriptions they hold, and others try to guess 
the one described. 


Gift Shake: 


Give small gift boxes of candy to three or four 
different persons without letting other members of 
the group know who holds them. Announce that 
the holders will keep count of those shaking hands 
with them, and that the twenty-fifth person to 
shake hands in each case will be awarded the gift. 


Name Twisting: 

Have guests sit in circle with one vacant chair. 
Divide into couples, each exchanging names. The 
person next to the vacant chair calls name of some- 
one present and person having that name at that 
time takes vacant chair. He then exchanges name 
with person on his left. 


GET-ACQUAINTED GAMES 27 


Neighbor’s Name: 


Single circle formation. ‘‘It’’ in center-points to 
some one in the circle. The one pointed out must 
speak the name of his right hand neighbor before 
‘it’? counts ten, or become “‘it’’ himself. If circle is 
large have several players in the center. The game 
is made more complex by having “‘it”’ call ‘“‘zip’”’ for 
right hand and “‘zap”’ for left hand neighbor. Double 
circle formation may be used, facing center, the 
neighbor being the one in the outer circle. Outer 
circle members should slyly exchange with each 
other frequently. This keeps inner circle members 
alert and requires them to learn many new names. 


Progressive Conversation: 

Have program cards with numbered topics. Men 
sign up cards for partners in conversation, for each 
topic. | 
Sack Shake: 


Tie a strong paper sack on each right hand, telling 
wearer not to remove it until worn out by hand- 
shaking. 


Scrapbooks: 


Give to each guest a booklet with an appropriate 
title on each page. Let them find pictures out of 
magazines furnished them, to illustrate the title, 
and paste in booklet. Stories of the lives of en- 
gaged people for whom a shower is given, or life 
histories appropriate to holidays prove interesting. 


Tucker Wants a Wife: 


Double circle formation with girls on the inside, 
marching forward. When the music stops men face 
about and continue marching in opposite direction. 


28 GAMES AND PROGRAMS 


When music starts again each man secures a new 
partner and facing about marches forward with her. 
The same thing is repeated each time when the 
music stops. If desired, the music may be con- 
tinuous and the changes indicated by a whistle. 
Occasionally the music and marching may be 
stopped and a general topic of conversation an- 
nounced. Partners are required to discuss this 
topic and one may be called to center of circle to 
explain the other’s views on the subject. 


Yes or No: 

Give each person ten beans and have him engage 
in conversation without saying “Yes” or “No.” 
Each time he uses either word he must surrender 
one bean to his partner in conversation. See who 
can win the most beans in a given time. 


HANDLING SociaL Groups (Dividing into Groups) 


Alphabetical Division: 


According to first letters of last names. Example 
of four groups, A to F; Gto L; M to R; S to Z. 


Broken Quotations: 

Each guest is given a part of a quotation. The 
game consists in finding the complete quotation. 
When this is done the group is formed. 


Family Party: 

Each guest is given a card which assigns him to a 
family group. The various members search for 
each other by name. For example, the Ne’erdo- 
wells when all collected include Papa, Mama, 
Peter, James, John, Susie, Lizzie, and Samantha. 


GET-ACQUAINTED GAMES 29 


Library: 

Names of authors posted around the room. Slips 
with names of books given to guests. Groups are 
then formed according to authors, all the books 
meeting at the designated places. 

Matching: 

According to States of birth, States and cities, 
colors or tags, month of birth, complexion, color of 
hair, occupation, fat or lean, tall or short, etc. 
Names of animals, birds, automobiles, pinned on. 
Slips with catchy phrases, such as “‘slow but sure” 
used. 

Numbering Off by Fours, Sixes, etc.: 

According to number of groups desired. 


Score Cards: 


Used for progressive games. Should indicate to 
what group each guest is assigned at the beginning. 


SECURING PARTNERS 


Bidding for Partners: 

Articles belonging to girls auctioned off to highest 
bidder. Box socials, etc. 
Clever Names: 


Cards are distributed on which are written clever, 
comic, or common names, each with corresponding 
name on another card. Mr. and Mrs. Gotrichquick 
search for each other as do Pa and Ma Tightwad, 
John and Mary Smith, etc. 


Chairless Partners: 
Two circles of chairs are formed with chairs fac- 


30 GAMES AND PROGRAMS 


ing outward. While music is playing, girls march 
around one circle and boys around the other. Music 
stops suddenly and all try to get seats. The girl 
and boy left over become partners. One chair is 
removed from each circle whenever two drop out. 
Continue until all are paired off. 


Cobwebs: 


Various methods may be used. (Strings inter- 
twined about room. Boys given one end, girls the 
other. They untangle the string until they meet.) 


Drawing Names: 


Names. of girls written on slips and boys draw 
them. Slips may be placed in book, the pages 
turned, and the boys in turn take the slips and find 
their partners. 


Enveloped Partners: 


Write name of each woman present on a blank 
card and enclose it in a separate envelope. These 
envelopes are then suspended from a _ ribbon 
stretched across the room and the men are sent 
blindfolded to clip them down. 


Grand March: 


Boys line up on one side of room and girls on the 
other side. They march to meet each other, then 
march down the center of the room as partners. 


Hit and Miss: 


Ball of yarn with names of boys wrapped at inter- 
vals in it. Girls unroll ball, passing it around the 
circle. Each girl takes the name of the boy which 
comes to her first. 


GET-ACQUAINTED GAMES 31 


Library: 
Girls given names of books. List posted library 


fashion. Boys draw books desired at the librarian’s 
desk. 


Marching: 


In circles or lines, usually to music. When music 
stops or sign is given, boys grab partners. 


Matching: 


Pictures, rimes, hearts, quotations, songs, adver- 
tisements (cut in half). Author and book, famous 
lovers, common dishes, such as “ham and eggs,” 
flowers, animal crackers, names written on slips, 
riddles with answers. 


Program Cards: 


Boys secure signatures of girls as partners for the 
different games. 


Shoe Hunt: 


Shoes in pairs, cut out of various colored card- 
board. ‘These are concealed, half in one room and 
the mates in another room. Girls hunt for shoes in 
one room, boys in the other; then match. 


Selection: 

Men choose partners by selecting pair of feet 
under sheet stretched across doorway; or by pair of 
eyes looking through holes cut in sheet; or by sil- 
houettes (shadows thrown on sheet or curtain). 


Similar Acts: 


Sneezing, laughing, grinning, etc., in accordance 
with instructions on slips of paper handed to guests. 


32 GAMES AND PROGRAMS 


Symphony Orchestra: ’ 


Guests are blindfolded and different instruments 
given to boys. One like each given to girls—mouth 
organ, pan and stick, bell, etc. Boy finds the girl 
who has the same instrument as himself. Very in- 
teresting for small groups. 


State Outlines: 


Names of States given to boys, State capitals 
given to girls. Thus they find their partners. Good 
for geographical party. 


Valentine Hearts: 


Numbered hearts are pinned on curtain or wall. 
Boys receive corresponding numbers. Girls shoot 
at heart with small darts or arrows. The heart 
which a girl comes nearest hitting is hers, and the 
boy with the corresponding number becomes her 
partner. 


CHAPTER III 
ACTIVE SOCIAL GAMES 


SOCIAL programs are usually more refreshing and 
enjoyable when at least part of the evening is devoted to 
games for the group, involving more or less moving about. 
Mild physical activity in a social atmosphere is very 
stimulating. 

Care should be taken not to overdo the active games. 
It will be found advisable to introduce occasional quiet 
games to offset the others. When handling crowds that 
are overboisterous use special care not to give too many 
active games that might lead to rowdyism and rough 
actions. 


Balloon Goal: 

Players divided into red and blue teams, numbers being 
equal. Tape is stretched across four corners of room at 
height of five feet, forming two blue and red goals. Like 
goals are placed in opposite corners. Two or more bal- 
loons are tossed up in center of room. Red team tries to 
get red balloons in their goal, and keep the blue team 
from getting the blue balloons in the blue goals, and 
vice versa. Each goal made counts one point. 


Catch of Fish: 

Two teams, equal in number, start at opposite ends of 
room, and move toward center. Players of one team clasp 
hands and try to encircle players of opposite team. 
Players caught in circle are caught fish, and drop out of 
game, or join opponents. Fish that reach opposite end 
of room without being caught then become the net, and 


33 


34 GAMES AND PROGRAMS 


game goes on until all players of one side or the other are 
caught. (See also “Humming Birds and Snake.’’) 


' Catch the Cane: 


Players form circle. Each has a number. One player 
in center of circle with finger on cane. He lifts finger, at 
same time calling some number. Person whose number 
is called must catch cane before it falls to floor. If he 
does, he changes places with center player. 


Caterpillar: 


All but one sit in circle. Odd player stands in middle 
of circle and his chair is left empty. Object for odd 
player to try to sit in empty chair and the others attempt 
to stop him by continually moving one way or the other. 


Circle Tag: 


Some article is passed around circle, the player who is 
“Tt” trying to tag the one who has the article in his hand. 
Player may start to pass article in one direction and then 
turn and pass it the other way, thus adding excitement 
to the game. A gymnastic form of this game in which 
volleyballs, basketballs, etc., are tossed in various direc- 
tions across circle may be modified for social purposes 
by using toy balloons. 


Club Snatch: 


Two teams, equal in number, stand at opposite ends 
of room. A club or some other object is placed in center 
of room. Leader calls numbers of players, and a player 
from each team starts for club. Either player may snatch 
the club and try to carry it behind his goal line without 
being tagged by the other player. If successful, one point 
is scored for his team; if tagged, the other side gets the 
point, 


ACTIVE SOCIAL GAMES 35 


Curtain Ball: 


Players of two teams stand on opposite sides of a high 
curtain, and toss or bat the ball back and forth, the object 
being to prevent the ball falling to the floor. One point 
is scored every time a team fails to return a ball. The 
excitement is increased by the uncertainty of the point 
at which the ball will appear. For social occasions toy 
balloons make the safest and most exciting balls. Several 
of these may be kept going at once. 


Deer Stalking: 


Deer and stalker blindfolded and placed at opposite 
ends of long table at given signal begin to move around 
it. Object for stalker to catch deer. Neither may run 
out into room. 


Fox (Slap Jack): 

Form circle. One player—fox—stays outside of circle 
and taps shoulder of player. Fox runs to left and one 
tapped to right, around circle. Object—for each to try 
and get back to position of one tapped. One left out is 
fox. 

Among the many variations of this game is one in 
which the circle holds hands, and a couple, holding hands, 
takes place of fox. Couple run around circle and strike 
clasped hands of some couple, who immediately run in 
opposite direction, as above described. (For social pur- 
poses, substitute walking for running.) - 


ao 


- Going to Jerusalem: 

Chairs placed in a row, facing alternately in opposite 
directions. One chair less than number of players. Odd 
player says, “I’m going to Jerusalem,’ and starts out 
walking around chairs. As he tags chair of player with 
his cane, that player must follow him. When all are 


36 GAMES AND PROGRAMS 


marching that he intends to take with him, the music, 
which has been going, suddenly stops and everyone 
dashes for a chair. The one left out drops from the game, 
taking a chair with him. The music starts again and all 
march around again until music stops. This continues 
until there are just one chair and two players left. The 
one wins the game who gets this chair. (“Musical 
Chairs” is practically the same.) 


Have You Seen My Sheep? 


Player goes around circle asking, ““Have you seen my 
sheep?” Another player asks, ‘“‘What was he like?” First 
player describes the dress and general appearance of 
someone in circle. Second player guesses who is de- 
scribed. If he guesses right, he chases that player around 
the circle, trying to tag him before he can get back to his 
place again. If tagged, the person described becomes the 
questioner; otherwise “‘player two’’ becomes questioner. 


Humming Birds and Snake: 


Boys form chain by linking arms (Snake). Girls are 
Humming Birds. Any girl caught in a snake circle drops 
out of the game, and waits for her mates to be caught. 


Jacob and Rachel: 


All the players except two form a circle with hands 
clasped. The two extra players, named Jacob and 
Rachel, stand inside the circle. Jacob is blindfolded 
and, trying to catch Rachel, calls her name from time 
to time. Rachel answers by calling his name, but tries 
to change her voice, as she moves about, so as to deceive 
Jacob as to the place where she is standing in the circle. 
If Jacob catches Rachel, she is blindfolded, and another 
Jacob is chosen and the game goes on. 


ra 


ACTIVE SOCIAL GAMES 37 


Keep Moving: 

Players in circle, one player sings and goes through 
motions, other players imitating him. Leader repeats or 
sings, “One finger, one thumb keep moving,” suiting 
action to the words, and gradually increases until 
players have eight fingers, two thumbs, two hands, two 
arms, two feet, two legs, one head, etc., moving. 


Last Couple Out: 

Formation, column of twos, with single player stand- 
ing at head of column. Single player calls, ‘‘Last couple 
out,” and couple at rear end of column must divide and 
run forward, one at each side, and try to join hands in 
front of caller before he can tag either of them. If one 
is tagged, he takes place of caller, who forms couple with 
other runner at head of column. Caller is not permitted 
to look around to see couple running forward. 


Lost Handkerchief: 

Modern adaptation of the game, “Drop the Hand- 
kerchief.”” Circle moves slowly, or dancing in a circle, the 
players keeping their eyes closed. One person who is 
“it” has a handkerchief which he drops. At a given 
signal everyone stops and looks behind him. The person 
getting handkerchief pursues the person who dropped it. 


Maze Taég: 

Formation, column of sixes, eights, or tens, according 
to size of space, with some eight or ten squads in column. 
Have squads clasp hands and extend sideward arm’s 
length. Then face left and clasp hands with ones in next 
squads on right and left, and again extend sideward arm’s 
length. By clasping hands, lanes are formed in one 
direction; and upon facing left and clasping hands with 
new neighbors, lanes are formed at right angles to former. 


38 GAMES AND PROGRAMS 


One player is chosen as fox and one as chicken. Fox 
chases chicken up and down lanes, and when about to 
capture it, leader commands “Left face” or blows whistle, 
and new lanes are formed, throwing the two runners far 
apart. New runners should be chosen frequently. This 
may be adapted for social use by having runners walk. 


Parcel Post: 


Players sit in circle. Postmaster gives each of players 
a name of some city. One is blindfolded and put in center. 
Postmaster calls out, “Post going from Putney to Hong- 
Kong.” Players with these names must change places 
without being caught by blind man or letting him get 
their chairs. When “Parcel Post’ is called, all change. 
First caught is blind man. 

In a simpler form of this game, known as “Numbers 
Change,” all players are numbered instead of named. 
The leader, or “‘It,” in center may or may not be blind- 
folded. He calls for exchange of two or more numbers, 
such as 3, 5, 9, 10, 15, 27. During exchange he tries to 
secure a seat. The one left out becomes “‘it.” 


Partner Taég: 

One runner and one chaser. Rest of players form in 
circle and lock arms in couples. Runner may save him- 
self from being tagged by locking arms with one player 
of a couple. The other player of the couple then becomes 
runner. If runner is tagged he becomes chaser, and his 
chaser becomes runner. 


Passing Objects: 

Group divided into two divisions, and arranged in 
opposing lines, files, separate circles, or in one large circle 
with opponents alternating. Object of game is to pass a 
number of objects, one at a time, from one end of line 


ACTIVE SOCIAL GAMES 39 


to the other, or around the circle, taking them from 
basket at head of line and depositing in another basket 
at end of line. If the single large circle formation is used, 
division into sides may be secured by forming the circle 
and then counting off by twos. Objects may then be 
passed around circle in the same or opposite directions, 
the ones passing to ones, and the twos to twos only. 


Sculptor: 


One player is called a sculptor. While he is looking at 
the others they dare not move, and are to remain in a 
fixed position like statues. The sculptor turns his head 
and counts seven. During the count the players may 
move; but when the sculptor turns around, if anyone is 
_moving he is sent back to the starting point and must 
start over again. The object is to get to the other end 
of the room without being caught by the sculptor. The 
last one across the room becomes “It.” 


Slipper Slap: 

Form circle shoulder to shoulder, one in center. 
Players pass slipper (rolled towel, etc.) from hand to hand 
behind their backs, taking every opportunity to slap one 
in center with slipper. One in center tries to catch one 
who slaps him before slipper is passed on. 


Squirrel in Trees: 


Players stand in groups of threes, with hands on each 
other’s shoulders forming trees. In each tree is player 
representing squirrel. One odd squirrel without a tree. 
Upon signal, all squirrels must exchange trees, the odd 
squirrel trying to secure a tree in the scramble. The one 
left out becomes odd squirrel for next time. Players 
forming trees should change off with squirrels occa- 
sionally. 


40 GAMES AND PROGRAMS 


Still Pond. No More Moving: 

One player is blindfolded and placed in the center of a 
group of players. The blind one counts out loud as 
rapidly as he can, up to ten, during which time the 
players are to rush away from him as far as they can get. 
As soon as he reaches ten, he cries, ‘Still pond, no more 
moving,’ and the players must stand perfectly still. 
Three steps are allowed the players, which they may use 
at any time to avoid being caught. After a player is 
caught and identified, he in turn is blindfolded’and be- 
comes “‘it.” 


Triple Change: 


Form circle with several standing in center. All 
players number off by threes. Players in center take 
turns calling each number, as “One!” Then all of players 
in circle numbered ‘‘one’”’ must change places with each 
other, the person who called number trying to catch 
“one”’ as he runs to new place. Player caught exchanges 
places with caller. 


Wolf and Sheepfold (Cat and Rat): 


Players form circle with lamb (one player) in the 
center of the circle and wolf (another player) outside the 
circle. Wolf tries to break through the clasped hands of 
the circle. If he succeeds, the players on the other side 
of the circle must let the lamb out of the circle, and then 
clasp hands tightly, preventing the wolf from escaping. 
If the wolf again breaks through the clasped hands, the 
lamb is again admitted to the circle, the object being to 
prevent the wolf from catching the lamb. When lamb 
is caught he becomes the wolf, and another lamb is 
chosen. 





ANVNS NOSIOd 


Bas 





CHAPTER IV 
QUIET SOCIAL GAMES 


Games of the quiet type may be made very interesting, 
especially for small groups. Asa rule, it is inadvisable to 
build up the entire program from quiet games, but, 
rather, to plan a fair mixture of mildly active and quiet 
games. 


Animal Alphabet: 

Two sides; person from each side names animal be- 
ginning with letter “a.” Alternate in turn until a player 
cannot think of any more “a” animals. That side gives 
up a player to other side. Begin again with “b,” etc. 
Time limit. Side having more players wins. 


Beast, Bird, Fish: | 

Players are seated in a circle. One player stands in the 
center with a soft ball made by crushing paper or knotting 
up a handkerchief. This is thrown at one of the players 
by the one in the center, who says quickly, “Beast, bird, 
or fish,”’ then repeats one of these classes and immediately 
counts ten. The player designated must name some 
beast, bird, or fish, according to the class last named by 
the thrower, before the latter has finished counting ten. 
Failing to do so, he changes places with thrower. 


Buzz: 

One of the players starts the game by saying “one,” 
the next “‘two,” the next “three,” etc., until “seven” is 
reached, when the word “buzz” is substituted for it. 
The next player says “eight,’’ and so on, up to a multiple 
of “seven,” or any word in which “seven” occurs, such 


41 


42 GAMES AND PROGRAMS 


as seventeen, twenty-seven, thirty-seven, etc. When 
“seventy” is reached the counting proceeds as “buzz,” 
“buzz-one, “‘buzz-two,” etc., and seventy-seven is 
“buzz-buzz.’’ Whenever a player says a number instead 
of “buzz,” or says “buzz” in the wrong place, he must 
start the game over again by saying “one.” The game 
may also be played by having each player who misses 
drop out of the game. 


Crazy Stories: 

Cut exciting short stories into paragraphs. Mix and 
pass out to players seated in circle. One reads paragraph 
to start and reading continues to left. A queer story 
results. 


Cross Questions and Crooked Answers: ’ 

Boys given funny questions by boy, and ois given 
funny answers by a girl. Line up facing each other and 
read questions and answers. 


Crossed Scissors: 

A pair of scissors is passed from hand to hand about a 
circle, each player saying as he passes them “TI pass them 
crossed”’ (or “‘uncrossed’’). In the first case he should 
have his feet or hands crossed; in the second case, be 
careful to keep them apart. Scissors may be in any 
position. The point of the game is to keep the secret of 
the formula from the uninitiated as long as possible, 
hence care should be taken to give the impression that 
the secret is in the position of the scissors. 


Do This, Do That: 

In this game one player represents a sergeant and the 
others are soldiers whom he is detailing. When he makes 
an action and says ‘‘Do this,” the others have to imitate 
him; when he says “Do that” they must take no notice. 


QUIET SOCIAL GAMES 43 


Fly Away: 

Circle formation. All place first finger of right hand 
on knee. Leader raises finger suddenly saying, ‘Fly 
away” (something). If that something can fly, others 
must raise finger; but if it cannot fly, others must not 
move. Give forfeits for mismoves. 


“He Can Do Little Who Can’t Do This’’: 

One boy takes a stick in his left hand, and thumps the 
floor with it, saying ‘‘He can do little who can’t do this.” 
Then he hands the stick to another player, who will 
probably use his right hand when holding the stick and 
thumping. If he does, he is told he has failed in the simple 
task and the stick is handed to another. The game goes 
on until someone discovers that the secret of the trick 
is to copy the leader exactly and therefore the stick must 
be held in the left hand. 

Hickey Pickey Hokey Pokey: 

Players seated in circle. ‘It’ in center points finger 
at some player and says “‘Hickey Pickey Hokey Pokey.” 
Player must call out name of his next-door neighbor on 
right before “it”? finishes word or exchange places with 
him. Seats should be changed often so players will learn 
names of several others. 


Horns: 

Similar to “Simon says.” All seated, forefingers placed 
on knees or table. Leader says, ‘‘All horns up,” ‘“Cat’s 
horns up,” “Cow’s horns up,” etc. If animal with horns 
is named players must obey, otherwise disobey. All fail- 
ing drop out until the game is through. 


Hunt the Ring: 


Players seated in circle, holding in their hands a string 
tied at the ends to form a circle, a ring having been placed 


44 GAMES AND PROGRAMS | 


on string before tying. Players keep hands moving 
back and forth on string, passing ring on whenever 
it comes to them. ‘‘It” in center tries to find the 
ring in someone’s possession. If he succeeds, that 
player becomes “It.” 


I Love My Love: 

Players seated in circle. Leader starts with series 
of questions about ‘““My Love” which must be an- 
swered according to the letters of the alphabet. 
The A’s might run this way: ‘‘I love my love with 
an A, because he is Adorable. His name is An- 
thony and he lives in Andover.’’ Next player takes 
letter B, etc. Each player must tell the story, fill in 
the missing ideas with his special letter of the alpha- 
bet. Should he fail, another player may fill in the 
gap, move up the line to take place of person who 
failed. Player who stays longest at the head of the 
line may have the prize that has been agreed upon. 
Minister’s Cat: 

One player in the circle says, ‘‘The minister’s cat 
is an angelic cat.’ The next player on his right 
then repeats the statement, substituting in place of 
“angelic”? some other adjective beginning with “a.” 
Each succeeding player similarly repeats, using a 
different adjective until some one is unable to think 
of a new word. He then pays a forfeit, and the 
next player continues, using the letter “‘b.” 


Musical Instruments: 

The players are seated in a circle. Each player 
chooses some instrument upon which he is to play. 
“It”? in center steps before some player and 
putting thumbs to ears wiggles his fingers. Player 
must immediately imitate his own musical instru- 


QUIET SOCIAL GAMES 45 


ment, such as trombone. “It” will then start imitating 
the same instrument, and other player must go through 
movement just executed by “It.”’ As soon as “It” 
changes, other player must change action. If “It’’ can 
get player doing same action as his, they must exchange 
places. 


My Ship: 

Circle formation. One starts by saying, ““My ship is 
loaded with apples,” or any noun starting with ‘“‘a.”” Next 
repeats same, and adds an object starting with “‘b,’’ such 
as “‘bread.’”? Each in turn repeats and adds a new noun 
alphabetically. 

“P’s and Q’s’’: 

Players sit in circle and one stands in middle, asking 
each in turn a question, as: “The Sultan of Turkey has 
gone forth to battle. Tell me where he has gone, but 
mind your P’s and Q’s.”” The one questioned must answer 
before questioner counts ten, naming a city in Turkey 
beginning with a letter before P in the order of the 
alphabet. Other questions which can be asked are: ““The 
circus has come to town; tell which animal roared the 
loudest? Which came from Africa? Which had horns 
and hoofs?” etc. Each person must answer quickly or 
lose his place in the game. 


Pop-ity-pop: 

Players seated in circle. “It” in center points finger at 
some player and says, “Pop-ity-pop!”? Other player tries 
to say “Pop” before “It’’ completes his word. If not 
successful, he must change places with “It.” If circle is 
large, have several players in center at once. When “It” 
points finger without saying anything, the player must 
maintain silence. 


46 GAMES AND PROGRAMS 


Scandal: 


Players sit in long line or circle. First turning to sec- 
ond, whispers rapidly some remark. Second whispers it 
exactly as he heard it, to third player, and so on until 
the line is finished. The last player then whispers it to 
the first player, and first player repeats his original re- 
mark to the company, and follows it with 2G form in 
which it just reached him. | 


Sculptors: 


A number of cards corresponding to the number of 
the guests are labeled with the names of different animals. 
Each guest is given a card and a stick of gum. All the 
guests chew the gum, and then with it mold an animal 
representing the one named on the card. The cards are 
then taken up and judged. Prizes are given for the best, 
and all are displayed upon a table. 


Statues: 


Players choose what position they will assume and be- 
come as still and as silent as statues. One player is 
“Judge.” It is his business to try to make the statues 
laugh. All who laugh pay forfeits, but the one who keeps 
his face grave longest becomes “Judge.” 

Teakettle: 

One player is sent from room. Remainder of group 
decide upon a word with more than one meaning, such 
““as “can.”’ The other player is then called in and asks 
questions of the group. The answers should all contain 
the hidden word, but the word “teakettle” should be 
used in place of the word. The one whose answer reveals 
the word becomes “It” for next time. 


This is my Nose: 
Leader points to someone and takes hold of her own 


QUIET SOCIAL GAMES 47 


ear, saying, ‘This is my nose.” That person has to point 
to her nose and say, ‘“This is my ear,” before leader 
counts ten. 


Quaker Meeting: 


The player who is “It’’ goes to each person and says, 
“Brethren, this is a very solemn occasion.”’ He says it in 
a comical manner, trying to make them laugh. Any who 
laugh must pay a forfeit, or the first one he makes laugh 
must change places with him. 


Questions: 

Players sit in circle, with “It” in center. “It” goes 
about asking questions of various players. The question 
must be answered, not by the one addressed, but by the 
player on his right. Any player answering a question 
addressed to him, or failing to answer one addressed to 
player on his left, changes with questioner. 


QuIET GAMES WHICH REQUIRE PAPER AND PENCIL 


Cake Game: 

Person who is leader gives out questions, and the 
others try to guess the answers, writing them down in 
the order the leader gave them out. These are a few of 
the possible questions: ‘‘What kind of a cake would the 
cook bake for a milkman? (Cream Cake); a milliner? 
(Ribbon Cake); a farmer? (Fruit Cake); a geologist? 
(Layer Cake); a carpenter? (Plain—‘plane’’—cake); a 
dog-catcher? (Pound Cake); a baby? (Patty Cake). 


Composite Animals: 

Name five animals. Provide each with drawing ma- 
terials and have drawings represent at least one charac- 
teristic of each animal in one animal. Prizes may be 
offered. 


48 


GAMES AND PROGRAMS 


Dot Menagerie: 


Each person is given a lead pencil and paper and draws 
five dots (large) scattered far apart. Players then ex- 
change papers and try to connect the dots by lines so 
as to make a wild animal. Prizes may be given for the 
best and the worst dot animal. 


Flowery Romance: 


I. 


mm Rh Ww bd 


The heroine’s name and the color of her hair— 
Marigold. 


. The hero’s name and what he wrote with—Jonquil. 
. Their favorite pastime in winter—Snowball. 

. What he did when he proposed—Aster. 

. The ghastly trophy which he offered her—Bleed- 


ing Heart. 


. What she said when he knelt before her—Johnny- 


jump-up. 


. The person to whom she referred him—Poppy. 
. The hour for the wedding—Four-o’clock. 
. The maid-of-honor and the color of her eyes— 


Black-Eyed-Susan. 


. The disposition and name of the best man—Sweet 


William. 


. The four bridesmaids—Lily, Rose, Daisy, Mar- 


guerite. 


. The color of their dresses—Pink, Lilac, Violet, 


Heliotrope. 


. What the bride wore in her hair—Bridal-Wreath. 
. What she wore on her feet—Lady’s Slippers. 

. The clergyman—Jack-in-the-Pulpit. 

. The number of guests that attended the wedding— 


Phlox. 


. The minister’s fee—Shepherd’s Purse. 
. The length of their happiness—Everlasting. 


QUIET SOCIAL GAMES 49 


‘‘Nation’’ Contest (Partial List): 


I. 
. To give—Donation. 

. Putting off—Procrastination. 

. The taking of vows—Ordination. 

. “Seeing things’’—Hallucination. 

. Ordered by the Board of Health—Vaccination. 
. Common in Russia—Assassination. 

. One’s fancy—Imagination. 

Q. 
10. 


CconmrT Am B&W bd 


A popular flower—Carnation. 


Disobedience—Insubordination. 
The end—Termination. 


Hidden Flowers (Partial List): 


> 


COON HA NAW DW 


Io. 


. An amiable man—Sweet William. 

. The pulse of the business world—Stocks. 

. A title for the sun—Morning-glory. 

. A bird and a riding accessory—Larkspur. 

. Apillar of a building and a syllable that rimes 


with dine—Columbine. 


. A flower between mountains—Lily of the Valley. 
. A dude and an animal— Dandelion. 
. The place for a kiss—Tulips. 


A wild animal and a bit of outdoor wearing ap- 
parel—Foxglove. 
The result of Cupid’s arrows—Bleeding Heart. 


Nut Contest: 


Players are given slips of paper with the following lists 
of questions to which in fifteen minutes they must write 
the answers. There can be no comparison of answers or 
help of any kind, and the longest list of correct answers 
wins the game: 


What nut grows at the sea-shore? (Beechnut) 
What nut incloses a city in China? (Walnut) 


50 GAMES AND PROGRAMS 


What nut does a schoolmaster love? (Hickory nut) 
What nut did Captain Kidd use? (Chestnut) 
What nut colors eyes? (Hazelnut) 

and as many other queer nuts as the hostess can think 

of. 

Newspaper: 

Each individual or group is assigned section of 
newspaper to write, such as “Want Ads,” “Di- 
vorces,”’ ‘“‘Sports,” ‘‘Editorials,” etc. Editor and 
staff put together and read. Personalities are good 
if they are well acquainted. 

Novels: 

Each writes a short paragraph of a love story with 
a given plot. Leader puts story together and reads. 
Musical Terms: 

Players compete in writing largest number of 
musical terms. Comic, slang, or other expressions 
may be used equally well. 

Comic Story: 

Write a short comic story on given subject, such 
as “The Weaker Sex.”” Exchange and read. 
Telegram: 

Piece of paper given each with ten letters on it. 
Person must fill in words, using each letter to begin 
a word. Have telegrams read to the others. 

Travel: 

Write one hundred words on subject, ‘‘How would 
you spend $300 given you for the purpose of travel, 
which must not be used for anything else?”’ Read 
and give prizes. 

Word Making: 
A word is chosen with a fair variety of letters in it, 


QUIET SOCIAL GAMES 51 


such as “granulated,” ‘‘telephonic,” and each player 
writes down all the smaller words that can be made from 
it, without using the same letter twice in one word, 
though a word with two ‘“‘a’s” in it might be made, as 
“oranulated”’ itself has two “a’s.” The one who has the 


most words wins. 
Pied Names of Presidents (Partial List): 


. Man in cab or hall. (Abraham Lincoln) 

. Yes, glass turns. (Ulysses S. Grant) 

. Son rock and Jew. (Andrew Jackson) 

. Willie mink clay. (William McKinley) 

. Carver delve long. (Grover Cleveland) 

. If gales mead jar. (James A. Garfield) 

. Oft John fears men. (Thomas Jefferson) 

. O shagging rantwe. (George Washington) 

. Jay chins quondam. (John Quincy Adams) 
. Knife lancer rip. (Franklin Pierce) 


00 CONT AM HW WN H 


Leal 


CHAPTER V 
COMPETITIVE SOCIAL GAMES 


CoMPETITIVE games have a distinct place in the social 
program, and it is possible to arrange a very attractive 
evening’s entertainment on a competitive basis. This 
may be in the form of the so-called “Fake” or “Indoor 
Athletic Meet,” or under some other striking head. If 
desired, the competitive games may be made merely a 
part of the evening’s entertainment. 

Experience has demonstrated that an easy way to 
handle a large crowd is on the competitive basis, with the 
group divided preferably into two separate teams, ar- 
ranged on opposite sides of the room, with captains to 
select representatives for various games, and yell leaders 
to stir up enthusiasm. If possible, see that every member 
of each team takes part in at least one game. Make the 
competition exciting and comical. 

For convenience, the events suggested are listed under 
the headings of “Dashes,” “Obstacle Races,” and ‘Field 
Events.” 

FAKE ATHLETIC MEETS 


The Fake Athletic Meet is a take-off on the customary 
track and field meets held in schools and colleges. Under 


the names of various events ridiculous stunts are given. 


The whole atmosphere is one of fun and laughter. The 
meet may be extensive and highly organized, providing 
an entire evening’s entertainment; or it may be made 
merely a part of a larger program. 

It is advisable to have judges and officials equipped 
with score cards, tape measures, chalk, string, and other 
necessary equipment; an announcer, with a megaphone 


52 


COMPETITIVE SOCIAL GAMES 53 


or strong voice; and a blackboard on which the score 
can be kept. 

The meet should be adapted to fit the size of the group, 
place of meeting, age of contestants, etc. Keen competi- 
tion can be secured by dividing the group into one or 
more teams named for colleges or high schools; using 
flags, pennants, banners, yells, and songs. Yell leaders 
and captains of teams should be selected and the re- 
sponsibility placed on them for selecting representatives 
for the various events, and for arousing enthusiasm. 
Much of the success of the meet will depend upon the 
smoothness and promptness with which it is conducted. 

Each team captain should be given a program of 
events, with instructions to select the proper number of 
representatives for each event. The groups may be com- 
posed of natural organizations within the larger group in 
some cases, such as Boy Scout Patrols, Sunday school 
classes; or they may be selected at random by some of 
the various methods suggested elsewhere for dividing 
into groups. 

Scoring should be made according to regular track 
method; 5 points for first place; 3 for second place; and 
1 for third place. 

The events listed here are merely suggestive, and pro- 
vide sufficient material for many such programs. A little 
thought will suggest many other adaptations of events. 

If desired, prizes of some kind may be prepared to give 
to the winning team. 


TRACK EVENTS 
(May be called 50 yd., 100 yd., 220 yd., 440 yd., etc.) 


Bean Dropping: 
Place milk bottle on floor. Give each person handful of 


54 GAMES AND PROGRAMS 


beans. Have him stand erect and with arm outstretched 
at side horizontal, drop beans into bottle. 
Blow It: 

Have cornucopia shaped papers on strings and have 
players blow them a certain distance to a goal line. | 
Chew the String: 

A marshmallow or prune is placed in middle of long 
string. Couples take opposite ends of string in mouth. 
At signal all start chewing on the string. Couple reach- 
ing center first wins. 

Egg and Spoon Race: 

‘Player carries blown egg shell in teaspoon, hand ex- 
tended, with other hand behind him. 
Fan It: 

A fan and a piece of tissue paper, or feathers, are given 
each player. Score on one that blows paper to goal and 
back. 

Hopping Water: 

Hop 20 feet with glass of water in the right hand. 
Pencil Balance: 

Lay a pencil across the toes of the foot and walk a 
certain distance without displacing it. 

Whistle It: 


Each contestant must eat a large cracker and whistle 
a tune—which can be recognized by the judges. The one 
who finishes whistling tune first wins. 


OBSTACLE RACES 
Bottle Balance: 


Sit on large bottle lying on its side, legs extended, with 


COMPETITIVE SOCIAL GAMES 55 


right heel on left toe. Contestant who succeeds in thread- 
ing needle in shortest time while sitting in this position, 
wins. 
Bean Extracting: 

Player, looking in mirror, removes beans: from cup in 
hand with spoon and places them in cup on head. 


Backward Hop Hurdle Race: 
Contestants hop backwards over line of small objects. 


Backward Walk: 
Walk backward length of room without looking over 
shoulder. 


Blind Obstacle: 

Prepare obstacle course of several piles of books or 
other small objects, placed a few feet apart. Blindfold 
players after letting them observe position of obstacles. 
Then remove obstacles quietly just before starting race. 
Encourage runners to jump high, etc. 


Book and Umbrella Race: 

Couple from each team. Each contestant is given 
raised umbrella and armful of books, and must run 
around goal at opposite end of room and back to starting 
point, keeping together. Any books dropped must be 
picked up. | 
Candle Race: 

Contestants carry lighted candle length of room and 
back, circling chair placed in center. If candle goes out, 
runner returns to starting place to relight it. 


Chair Race: 


Double row of chairs, back to back. Number ones on 
each side run around chairs; returning they touch off the 
next person. Race won as last man returns to chair. 


56 GAMES AND PROGRAMS 


Clothes Hanging Race: 


Teams in relay formation, players working in 
couples. First couple in each team starts with suit- 
case filled with old clothes of all descriptions. They 
run to point where line has been erected, and to- 
gether hang out all clothes in their suitcase. They 
then run back to start, give suitcase to next couple 
who go and take clothes from line, etc. Continue 
until all couples have run. 


Drain the Bottle: 


Contestants are each given a baby’s milk bottle 
containing small quantity of water or milk. The 
one who first succeeds in emptying his bottle is de- 
clared winner. 


Elopement: 


Couple from each group given suitcase containing 
both boy’s and girl’s hat and coat. Each must don 
these; run to goal; take them off; return them to 
suitcase and run back to starting point. Next 
couple repeats operation, etc. 


High-Chair Race: 


Teams in columns of couples. Head couples run 
to goal, boy carrying chair on which he seats part- 
ner. They then repeat the alphabet in unison, and 
return, passing chair to next couple. 


Hobble Hurdle: 


Hobble contestants with sacks or rope. Barriers 
of pasteboard or other light material placed across 
room. Contestants jump or wiggle length of course. 


COMPETITIVE SOCIAL GAMES 57 


Inflated Bag Race: 


Place strings across room; one for each group. An 
inflated paper bag should be attached to each string 
by means of a hairpin, so that it may be blown along 
the string. Suspend string taut at height of five 
feet. Contestants blow inflated bags along strings. 


Knife Balance: 


Place peanuts, potatoes, popcorn, or other objects 
at one end of room. Contestants carry them on 
knife to opposite end of room. 


Paper Race: 


Each contestant is given three pieces of paper 
(newspapers are satisfactory). All three held in 
hands at start; then used alternately to step on 
throughout race. Contestants must not step on 
floor, and may not place more than one foot on 
piece of paper at one time. 


Pillow Hurdle Race: 


Contestants jump blindfolded over pillows placed 
at intervals on floor. Stepping on pillows disquali- 
fies player. 


Sack Bust: 


Group is divided into two divisions, arranged in 
two opposing lines or in two circles. Each player is 
equipped with one inflated paper bag. On signal, 
player at head of line strikes his bag with hand, 
bursting it with loud report, and immediately hands 
the remains to next in line, who bursts his bag in 
similar manner, and passes the remains to next 
player. Continue to end of line. 


58 GAMES AND PROGRAMS 


Sack Race: 


Competitors have legs tied in sacks, and jump along 
to goal in this position. 


Triple Obstacle Race: 


Three chalk lines made on floor five to seven feet apart; 
player from each group stationed at each line. At start- 
ing signal, first player eats one cracker; runs to second 
line and whistles. Second player then pushes peanut or 
potato with finger to third line. Third player then runs 
to wall into which a needle is stuck, pulls a hair from 
head and threads needle, without touching needle with 
hands. 


Thread the Needle: 
Thread needle, unthread, and pass on to next. 


Turtle: 


Cut turtles out of heavy cardboard. Punch holes in 
heads and pass strings through; tie one end to chair. By 
pulling the string and then letting it slack the turtle will 
be made to move. Flop the turtle over and it will move 
in opposite direction. Race to line and back. (The kind 
of animal is immaterial. Boats are often used.) 


Walk the Chalk Line: 


Player walks along irregular chalk line or string laid 
on floor while looking through large end of opera glasses. 
Score according to distance walked before losing balance 
or before stepping off line. 


FIELD EVENTS 
Shot Put: 
1. Toss feather weighted with coin or other light 
object. 


COMPETITIVE SOCIAL’ GAMES 59 


2. Inflated paper bags may be used; weights attached 
if desired. 

3. Toss peanuts into mouth of milk bottle from dis- 
tance of four or five feet. Best out of ten trials 
wins. 

4. Place small candy on nose. At signal juggle it into 
mouth. 


Discus: 

Paper plates or flexible cardboard dises are thrown by 
players from circle. Measure distances. 
High Jump: 

Contestants from each team line up and test range of 
voices. Boys preferred; or both boys and girls. One 
having greatest range wins. 

Broad Jump: 

Contestants from each team line up and have their 
widest grin measured with a tape measure. 
Javelin Throw: 

Fix small sticks with feathers in one end, to form darts. 
Contestants throw the darts for distance. 

Pole Vault: 


Contestants jump (or step) over stick held tightly in 
both hands. 


CHAPTER VI 
SOCIAL PROGRAMS ON SPECIAL THEMES 


It is often desirable to plan the evening’s program 
around a central theme, arranging games, decorations, 
costumes, refreshments, and all activities in such a 
manner that they will conform as closely as possible to 
the dominant note of the evening. For example, if a 
Backward Party is given, have everything done back- 
ward throughout the evening. 


Advertisement Party: 


Print invitations to resemble ads. Ask each person to 
wear something suggestive of a well-known advertise- 
ment and let the crowd guess the ads. 

Paste large ads to cardboard and cut into five or six 
pieces. Distribute these among guests and ask them to 
arrange the pieces properly. Each group then puts on a 
charade to represent its advertisement. 

“Billboard” is a game where one person is seated with 
his back to the group. A large advertisement is then 
pinned to his back and the audience throws out hints as 
to what it is. The one who gives it away must take the 
place of the billboard. 

For refreshments, serve articles well known in ads, 
such as jello, Campbell’s products, etc. 


Automobile Party: 


Arrange a guessing contest based on names of well- 
known cars. 
1, What car carries a warning in its name? Dodge. 
60 


SPECIAL THEMES 61 


2. What car reminds you of Dan Cupid? Pierce- 
Arrow, etc. 

Divide the guests into groups and give each one the 
name of some car. Then put on a series of races between 
the groups. ) 

Arrange a pantomime skit illustrating a ride in ‘a 
Ford. Have a puncture, plenty of cranking, etc., to give 
action. 


Alphabet Social: 


Invite the guests to come and learn their a, b, c’s. 
Pin a large letter on each one. Only persons whose letters 
form a word may talk together. Each word which he 
helps to form is recorded by the guest on a card. Ata 
given time call for scores and award a suitable prize to 
one having the longest list. Next line up two complete 
alphabets (a letter to a person) and have a spelling match. 
The leader calls out a word and each side tries to be the 
first to spell it by getting the people together to form 
the word. The side winning scores a point. (Where the 
same letter occurs twice, the person wearing that letter 
must stand in the first place where it occurs and then 
move to the second place.) 

For progressive games at tables, provide three com- 
plete alphabets and more of the vowels for each table. 
Let one table spell names of flowers, another fruit, and 
another proper names, etc. Allow five minutes and then 
the two having largest number of words at each table 
move on to next table. ) 

“T love my love” is a suitable game. See Chapter IV. 


Backward Party: 
Write the invitations last word first. Meet guests at 


back door and serve refreshments first instead of last. 
Have a drill where the actors wear their clothes back- 


62 GAMES AND PROGRAMS 


ward. Puta bonnet over the face. Bending forward, and 
other simple movements, will look very funny. 

Have a spelling match where short words are pro- 
nounced, spelled backward and pronounced again. 

Time turned backward makes us children. Ask each 
person to bring a picture of himself as a child. Have these 
numbered and on display. Let the crowd guess who the 
pictures are. 


Bonnet Bee: 


Ask the ladies each to bring an old, untrimmed hat and 
some trimming material. Let the men find partners by 
matching their half of a pictured hat with the lady’s half. 
Each man selects a hat and trims it for his partner. 
Allow thirty minutes or more, then have a grand march 
and award a prize for the best “‘creation.” 


College Party: 


Decorate with college banners and pillows. Use 
placards to indicate desk for registration, various class- 
rooms, etc. Each person fills out a short questionnaire 
for entrance examination. The guests are then divided 
into groups representing the four classes (freshmen, 
sophomore, etc.).. They may sign up for the classes they 
wish to attend. These may be humorous affairs in charge 
of various leaders. The last class should be a track meet 
for everyone. (See section on “Competitive Social 
Games.”) Junior Prom will include finding partners for 
refreshments. 


Fad Party: 


Ask each guest to wear something suggestive of his pet 
hobby, and be prepared to give a convincing talk on its 
merits. A hobby-horse should hold a prominent place in 
the room. The guest who is telling of his hobby might 


SPECIAL THEMES 63 


seat himself on this horse as he talks. Cards and pencils 
to register guesses as to the hobbies represented might 
be first on the program. 


Flower Social: 


Decorate with flowers and use flowers as prizes and 
favors. There are many guessing contests which may be 
arranged on the subject of flowers (see ‘Hidden Flowers” 
and ‘Flowery Romance” in chapter on “Quiet Games’). 
A very good one is to prepare cards with pictures pasted 
on them to represent names of flowers (for example, a 
goat and a cup for buttercup, flock of sheep for phlox, a 
rooster and dressing comb for coxcomb, etc.). Pro- 
gressive games with a great many cardboard letters at 
each table with which the guests spell names of flowers 
is good fun. Match flowers (or pictures of flowers) to get 
partners for refreshments. 

Geographic Party: 

The invitations should be decorated with a pen-and- 
ink sketch of the globe and each guest might be asked to 
wear something suggestive of a certain geographic feature 
of the earth’s surface. A person carrying a bean and 
calling attention to it by saying, ‘See my bean,” would 
represent Caribbean Sea, an Alpine staff would suggest 
the Alps, etc. After these have been guessed, have a 
geography match. Divide the guests into two groups 
which line up facing each other. Number one starts by 
naming a certain place in the world (city, country, river, 
etc.). Number one on the opposite side must then name 
a place beginning with the last letter of the word used by 
the other side. Alternate between sides; anyone failing 
to give a place (not named before) must drop out. 
Charades, using the names of cities, are easily worked 
out. Distribute slips bearing such words as “isthmus,” 


64 GAMES AND PROGRAMS 


“peninsula,” “ocean,” etc., to match partners for 
supper. 


House Picnic: 


Ask guests to dress in sports clothes. When. they 
arrive pin the name of a famous summer resort to the 
back of each person and let them guess what the place is, 
from hints thrown out by others. Ask them if they wish 
to pick flowers, and provide pencil and paper for them 
to guess the names of flowers as represented by pictures 
on cards. (See ‘‘Flower Social.”’) Let them fish for trout 
(celluloid fish in a large pan of water to be snared with 
large hook on a line) or draw on paper the picture of a 
fisherman with a rod in his hand and let them be blind- 
folded and attempt to pin a paper fish to the end of the 
line in the picture. Play simple outdoor games suitable 
for indoors, such as bean bag and ring toss. Refreshments 
should be of true picnic variety and served in picnic 
fashion. Close the evening by singing popular songs and 
old melodies accompanied by guitars and ukuleles. 


Hard Time Party: 


Write the invitations on brown wrapping paper. Ask 
the guests to dress in poverty-stricken fashion and let 
the furniture and decorations be in keeping with this 
idea. The following rules can be printed on the invita- 
tions: 

1. Every man who appears in a “b’iled shirt’ will be 

subject to a fine. 

2. No gewgaws permitted. 

3. Every woman will be fined who does not wear a 

calico dress and apron. 

4. All jewelry prohibited. 

Play old-fashioned games that require no special 
preparation or materials. 


— ee ee ee 


SPECIAL THEMES 6s 


Serve cornmeal mush in crockery bowls with cream 
and sugar, brown bread sandwiches, dill pickles and 
coffee. 


“Kid”? Party: 
Let the invitations contain the lines: 


_ “Backward, turn backward, O time in your flight, 
Make me a child again, just for to-night.” 


The guests should dress as children, play children’s 
games and be served with refreshments of the type that 
appeal to children. 


Literary Evening: 

For a general literary evening ask the guests to each 
wear something suggestive of a certain author (or the 
name of a book). Provide the guests with cards on 
which to register their guesses. Arrange a guessing con- 
test whose answers shall be names of authors or names 
of books. Or let the leader name a book and the first 
person who calls out the author scores one point. Award 
a prize to the one with highest score. Match names of 
famous lovers of fiction to find partners for refreshments. 

Special literary evenings can be arranged for some of 
the more popular authors on the anniversary of their 
birth. Very interesting programs can be arranged for 
the following well-known writers: 

Shakespeare—A pril 23 or 26: Arrange romance where 
answers to questions are names of his plays. Read a list 
of quotations taken from the Bible and Shakespeare and 
let the guests mark the source of each one. 

1. He winketh with his eyes, he speaketh with his feet. 

(Bible.) 
2. Like madness is the glory of this life. (Shakespeare.) 
3. "Tis cruelty to load a falling man, (Shakespeare.) 


66 GAMES AND PROGRAMS 


. Stolen waters are sweet. (Bible.) 
. Love not sleep lest thou come to poverty. (Bible.) 
. The glory of young men is their strength. (Bible.) 
. Look! what I will not, that I cannot do. (Shake- 
speare.) 
. Life’s but a walking shadow. (Shakespeare.) 
. Aman that hath friends must show himself friendly. 
(Bible.) 
10. How weak a thing the heart of woman is! (Shake- 
speare.) 

Dickens—February 7: Ask guests to dress to represent 
characters from his book. | 

Longfellow—February 27: Have living pictures to illus- 
trate Evangeline, Hiawatha, and Miles Standish. 

Burns—January 25: Let this be an entire Scotch 
evening. 

Benjamin Franklin—January 17: Give a proverbial 
party and use Poor Richard’s Almanac. Read selections 
from his autobiography. 

W hittier—December 17: Give a snow party and as one 
feature have parts of “Snow Bound”’ read, or dramatized. 


I Om fb 


oO © 


Musical Evening: 


Invitations can be headed with a line of music and 
rolled to imitate music roll. Various games and guessing 
contests can be arranged on the theme of music. 

Have a skilled musician play a few measures from each 
of a list of ten popular songs, or famous hymns, and let 
the others write the names of the songs. A musical 
romance of Civil-War days is similarly guessed. The 
hostess reads the questions and the group guesses the 
answers from a snatch of song played on the piano. 

1. The hero’s name—Robin Adair. 
2. The heroine’s name—Sweet Marie. 


com Au BW 


Q. 


Io. 


SPECIAL THEMES 67 


. Where he was born—Dixie. 

. Where she was born—Maryland, My Maryland. 
. Where they met—Coming Through the Rye. 

. At what hour of the day—In the Gloaming. 

. When did he propose—After the Ball Was Over. 
. What did he say—There’s Only One Girl in the 


World for Me. 

What did she say—I’ll Leave My Happy Home 
for You. 

What did he bid her—A Soldier’s Farewell. 


A musical hunt is arranged by placing numbered 
objects about the rooms and blanks provided on which 
to register the guesses. 

Musical terms may be represented thus: 


I. 


Ont Atm FW bd 


Q. 
Io. 


Clock—Time. 


. Yardstick—measure. 
. Doorkey—key. 

. Flatiron—flat. 

. Nursery rime—lines. 

. Carving knife—sharp. 
. Necktie—tie. 

. Cane—staff. 


Promissory note—note. 
Kitchen scales—scales. 


Many others may be added to the list. 

Buried musicians or buried musical terms are arranged 
by writing sentences which contain the name or word 
with the letters consecutively written but not necessarily 
in the same word. Let guests underscore the words. 

If he asks your hand, Eliza, do not say nay. Handel. 

Liz still improves from day to day. Lizst. 

Not everyone can play. Note. 

The rascal escaped from prison. Scale. 

Give me a sure cure for poison oak. Measure. 


68 GAMES AND PROGRAMS 


Musical chairs can provide an active game (see ‘‘Going 
to Jerusalem” under “Active Social Games’’). 


Mother Goose Social: 


Write the invitations on child’s stationery and ask 
guests to come in costumes to represent some Mother 
Goose character. This would provide a guessing contest 
for the first part of the program. If costumes are not 
worn, distribute slips of paper on which are written a 
single line of some Mother Goose rime. The persons get 
together to form the complete rime and then are asked 
to illustrate the rime in pantomime. 

A very delightful affair can be arranged with a little 
time and thought by asking certain groups to come pre- 
pared to give a certain rime in pantomime (ask them to 
arrange costumes). Have the pantomime accompanied 
with music and let someone sing the rime as it is acted 
out. 

“Tlustrated Mother Goose Rhymes.” Pass out slips 
bearing name of some familiar rime and let each person 
illustrate his on a card or on a blackboard. Guests 
register guess as picture is drawn. 


National Evenings: 


Any number of interesting evenings can be arranged 
on the national theme. Use the national colors to 
decorate; sing the national songs; serve some dish 
characteristic of the country. Such evenings can be made 
very instructive as well as entertaining, with a little 
thought and preparation. Those which lend themselves 
to most picturesque treatment are, Chinese, Japanese, 
Spanish, Italian, Dutch, Hawaiian, etc. 


Old-Fashioned Party: 
Ask everyone to come in old-fashioned attire and let 


SPECIAL THEMES 69 


each person choose an old-fashioned name. Arrange for 
a concert of old-fashioned songs. Twenty singers can 
furnish a delightful evening’s entertainment in this 
manner. 


Old-Time School Party: 


Dress in old-fashioned costumes. Arrange room to 
resemble old-fashioned schoolhouse (consult the older 
people here). Let teacher wear spectacles and an apron, 
have a birch rod and a bell. Have roll call (of old- 
fashioned names). Reading, writing, and arithmetic can 
be taught before recess, and a spelldown or geography 
match held after recess. Use ‘‘tongue twisters” for the 
reading lesson (“She sells sea shells,” etc.). Writing can 
be done on a blackboard with the left hand. Arithmetic 
can be real tests in mental arithmetic, but close the lesson 
by announcing numbers and letting the pupils suggest 
objects to which the number applies. Five would suggest 
five zones; 2, two hemispheres; 4, four seasons, etc. 

Recess offers a chance for some old games—Drop the 
Handkerchief, Ruth and Jacob, Blind Man’s Buff, Still 
Pond, etc. If school lunches have been brought, they 
can be eaten at this time. 

Have a real spelldown or geography match, using an 
old-fashioned spelling book for the first. 

This social offers a good chance for the young folks to 
entertain the older people. They will be able to offer 
many suggestions and in most cases will enter heartily 
into the fun. 


Progressive Party: 

This offers variety and change. The crowd travels 
around to three or four homes, enjoying part of the pro-. 
gram at each place. If the group to be entertained is 
very large, it may be divided into sections and all four 


70 GAMES AND PROGRAMS 


homes will be in use simultaneously by different groups, 
which then move on for another part of the entertain- 
ment. 


States Party: 


Divide the crowd into groups, according to the native 
State of each person. Let each group put on a stunt, 
skit, song, or charade to represent its State. 

Prepare a large map of the United States and cut it 
apart into States, numbering each piece. ‘Pin these 
pieces about the room and let guests guess the name of 
each. Then collect the pieces, give them out, and have 
the groups reconstruct the map by pinning the pieces to 
a sheet hung on the wall. 

Another guessing contest can be arranged with the 
nicknames of the States. 

Distribute slips with names of States to boys, and 
names of capital cities to girls, and let them find partners 
for supper by matching these properly. 

Other Suggested Themes: 

Animal, Art, Biblical, Butterfly, Baseball, Bell, Cob- 
web, Curio, Colonial, Dressmakers, Fudge, Grecian, 
Magazine, Nut, Post-card, Porch, Soap Bubble, Super- 
stition, Travel, White Elephant Social. 


CHAPTER VII 


SOCIAL PROGRAMS FOR SPECIAL 
OCCASIONS 


THERE is always a great demand for material suitable 
for Special Day programs. There are many admirable 
books available, giving detailed programs for such 
occasions. A list of such books will be found in the 
Bibliography. 

In this chapter will be found a list of ten of the most 
popular days, with general suggestions for programs 
suitable for each day. No effort is made to outline pro- 
grams; but a number of suggestions are made, from 
which an intelligent leader should be able to formulate an 


_ attractive program. The suggestions are listed under 


four headings: “Invitations”; ‘‘Decorations”; ‘Activ- 
ities”; and “Refreshments.” 
April Fool’s Day: 

Invitations: 

Write on colored paper and fold to represent a dunce 
cap. 

Decorations: 

Spring flowers. 

Have foolish snares around the rooms—flowers 
sprinkled with pepper or snuff, coins glued to floor, toy 
spiders, etc. 

Doll dressed as court ire for center of table. 

Activiites: 

Someone in clown costume to act the fool all evening. 

oh 


72 GAMES AND PROGRAMS 


Game of “Telegrams” (See chapter on Quiet Social 
Games). 

Bowling Backward: Place small ninepins at end of 
room, kneel on floor and toss ball over shoulder; keep 
score of those knocked down. 

Hunting for Peanuts: Give prize to one who finds the 
smallest number, or hide shells instead of peanuts. 

Crowing Catch: Instruct everyone to keep still but two 
persons. At given signal each person is supposed to 
imitate an animal but only the two people crow vigor- 
ously. 

Sound the dinner gong, when guests get to dining 
room, announce, ‘‘Dinner is oft served.” 

Obstacle Race: Place objects on floor, blindfold person 
and let him attempt to step over the things (which have 
been removed). 

Repeat tongue twisters. 


Refreshments: 

Menu served backward. 

Chocolate creams stuffed with cotton, or button molds 
covered with chocolate. 

Printed menu with April fool substitutes for the real 
articles. 


Christmas: 
Invitations: 


Write on paper Christmas trees, holly leaves, stock- 
ings or stars. Make it a Mother Goose party for the 
children and let them dress to represent some character. 


Decorations: 


Evergreens, holly and mistletoe; cotton to represent 
snow; Christmas tree; holly wreaths tied with red bows 
of ribbon; red and green streamers of crepe paper. 


SPECIAL OCCASIONS 73 


Activities: 

Christmas tree—each guest brings a small gift with 
a verse attached to exchange. 

Make Christmas tree decorations and decorate sev- 
eral small trees to be sent to poor families or institutions. 

Sing Christmas carols. 

Cut up Christmas postals in apout five pieces each. 
Mix these and place in center of table. Let guests put 
them together. 

Invite a few guests and make Christmas candies. 

Read part or all of some good Christmas story such as 
Dicken’s “‘Christmas Carol” or “The Birds’ Christmas 
Carol.” 

A formal program “ Christmas selections, musical 
and literary is good. 

Candle race: (See chapter on Competitive Social 
Games). 

Make and fill candy bags for poor children. 


Refreshments: 
Apple snow with custard sauce and star cookies, etc. 


Fourth of July: 


Invitations: 

Write slips of paper and enclose in imitation fire- 
crackers. 

Write card with patriotic design. 

Designate the party as a “Cracker Party,” “Red, 
White, and Blue Party” or an “Independence Party.” 


Decorations: 

Patriotic—flags and bunting; red, white, and blue 
flowers. 

Liberty bell, drums, firecrackers. 


74 GAMES AND PROGRAMS 


Activities: 

A simple drill by children dressed to represent fire- 
crackers. (Use hat boxes painted red for body, cover 
arms and legs with black stockings.) 

Red, white, and blue contest. Provide each couple 
with card ruled in three parts. The girls dictate and 
the men write down all the objects which are red, white, 
or blue. 

Balloon Race: Divide crowd into three groups. Use 
red, white, and blue balloons. Pass these down the 
three lines from hand to hand. Or form a large circle 
and number off by threes. Start the balloons with a 
person of each number and pass them around the 
circle, each number passing only to persons of that 
number. 

“Pop-ity-pop”’ (see chapter on Quiet Games). This 
can be varied by using ‘‘crackety-crack” or the two 
might be used interchangeably. Make it snappy and 
it will sound like firecrackers. 

Guessing contest based on words ending in nation (see 
chapter on Quiet Games). 

Progressive games—keep score with tiny flags which 
are pasted to the score card. 

Sing patriotic songs. 

For an “Independence Party” have spelling match to 
test the guest’s independence of the dictionary, a button 
sewing contest for men to test independence from wives 
and a pencil sharpening contest for women. Let the 
guests serve refreshments to prove hostess’ independence 
of servants. 


Refreshments: 
Pink lemonade and wafers. 
Ice cream and cakes with tiny flags stuck in them. 


SPECIAL OCCASIONS 75 


Sandwiches tied with blue ribbon, red and white 
radishes, cake and coffee. 


Hallowe’en: 
Invitations: 


Write on slips of paper with lemon juice. At the top 
of the slip write in pencil the words: ‘Hold me before 
a candle.” (Note: the words will show only when heated.) 

Write with white ink on black cut-outs of owls, cats 
witches, etc. 

Write on slips of paper and wrap in corn husks. 


Decorations: 

Corn with husks turned back; trailing grape vines. 

Corn stalks, pumpkins, autumn fruits and _ foliage, 
chrysanthemums, black cats, witches, bats, owls. Use 
plenty of mirrors to reflect weird surroundings. 

Hold affair in a barn, garret, kitchen, or back yard 
preferably. Ghost figures here and there. Make animals 
out of vegetables and fruits to decorate table. 

Activities: 

Fasten candle to card. Hold at arm’s length and blow 
out the candle. Number of blows indicates number of 
years until marriage. 

Hide ring, thimble, and penny. The one who finds the 
ring will marry first; the thimble denotes single blessed- 
ness; the penny promises wealth. 

Burn alcohol and salt to give ghostly light. 

Fortune-teller in gypsy costume to read palms. 

Roast nuts and apples. Pop corn, pull taffy. 

Bob for apples. Peel the apple in one continuous piece 
and drop over shoulder, this reveals initial of fated one. 
Fat the apple but keep the seeds and count them accord- 
ing to the old rime. 


76 GAMES AND PROGRAMS 


Read characteristics for persons born in each month or 
have such a list hung in an accessible place for ready 
reference. (See an almanac.) 

Guessing contests: number of peanuts in a pint, grains 
on an ear of corn, grapes on a bunch, leaves on a bough, 
etc. 

“Nuts to Crack’: A guessing contest where the an- 
swers are names of nuts, or conundrums written on slips 
of paper and slipped in empty peanut shells. 

“Shadows”: Use sheet and lamp to cast shadows. 
Have half of party guess names of other half from 
shadows. 

“Spearing at Fate”: Hang a pumpkin, on which the 
alphabet has been burned, in an open doorway. Whirl it 
and let guests spear it with a meat skewer. Letter will 
indicate initial of mate’s name. 

“Good Luck Game”: Hang a horseshoe in a doorway. 
Guests who succeed in throwing a small apple through 
this will have good luck for ensuing year. 

Tell ghost stories. 

Have guests perform amusing physical stunts. (See 
chapter on “‘Stunts.’’) 


Refreshments: 

Nuts, apples, doughnuts, pumpkin pie, cider. 

Peanut butter sandwiches, apple and celery salad, 
coffee. | 

Favors might be cardboard objects to represent charms 
with instructions how they are to be worn. 


Lincoln’s Birthday: 


Invitations: 


Use utmost simplicity here and throughout the eve- 
ning. 


SPECIAL OCCASIONS 77 


Decorations: 

The patriotic note would be appropriate. A picture of 
Lincoln. A small log cabin surrounded with a rail fence 
for a table centerpiece. Place cards or favors might be 
little black china dolls dressed in bright colored pinafores. 
The motto, ‘With malice toward none, with charity for 
all,” above fireplace or on place cards. 


Activities: 

Let the guests be prepared to relate Lincoln anecdotes. 

Sing patriotic songs of the Civil War period and darky 
melodies suggestive of slave days. 

Have part or all of “The Perfect Tribute” by Mary 
Andrews read. 

A guessing contest based on Civil War events, the 
names of famous generals, or songs of the Civil War 
period, could be easily arranged. 


Refreshments: 


Something simple but suggestive of the cookery of 
the South. 


New Year’s Day: 
Invitations: 


Write in the form of a New Year’s Resolution. 

Draw the dial of a clock and mark the hours from 
nine to twelve with red ink; write invitation below or on 
reverse side. 

“Father Time and Mother Earth, assisted by their 
four children, will give a farewell party to their son, Old 
Year, December thirty-first from nine until twelve, 
at: >?) 





Decorations: | 
Arch over doorway or fireplace bearing the dates of 


78 GAMES AND PROGRAMS 


the old and new years, or the motto, “Ring out the old, 
ring in the new,” or simply the words, “Happy New 
Year.” : 

Holly, mistletoe, and evergreens. Balls of cotton sus- 
pended from threads of different lengths to represent 
snow. Large clock or hourglass placed in conspicuous 
position. Sleighbells hung where they will jingle occa- 
sionally. 

Host and hostess dressed to represent Father Time and 
Mother Earth may be assisted by four young ladies 
dressed to represent the seasons. (Spring in pale green, 
wearing blossoms in her hair; Summer in rose, wearing 
roses; Autumn in yellow with trimmings of autumn 
leaves; Winter in white with sprig of holly, a gold star 
bound to her forehead.) 

Let Spring present the game of ‘Hidden Flowers’”’ (see 
chapter on ‘Quiet Games”); Summer, a race where toy 
balloons are fanned across the room and back with palm- 
leaf fans; Autumn can present “Nuts to Crack.”’ These 
are conundrums which she reads, tossing a nut to the one 
who answers first. (Give prize for one with most nuts.) 
Winter can introduce a candle race (contestants light 
candle and walk certain distance and back. If candle 
goes out they must return and relight it). 

At twelve o’clock usher in the New Year. (A tiny girl 
dressed in white with wings of tarlatan. She might dis- 
tribute little calendars as favors.) 

The entire program might be developed around the 
theme of bells. Write the invitations on paper bells. 
Decorate with bells. Use songs and poems which have 
the theme of bells. Arrange a guessing contest where 
the answers are the names of different kinds of 
bells. 

One could invite friends to come and help turn over 


SPECIAL OCCASIONS 79 


some new leaves. In that case the decorations and games 
should introduce the leaf motif. A calendar social is also 
appropriate for the New Year. Let each guest wear 
something to suggest an important date in history. Pro- 
vide cards on which they can record the name of each 
person and the date which they think he represents. A 
dainty calendar would make an appropriate gift for the 
one guessing the largest number. Divide the crowd into 
twelve groups and let each group put on a game, stunt, 
or song appropriate to one of the twelve months. Let 
stuffed dates form a part of the refreshments. 


Refreshments: 

Let Four Seasons serve the following: 
Spring—sandwiches with lettuce leaves. 
Summer—fruit salad. 

Autumn—salted nuts. 
Winter—ice cream and coffee. 
(Or) Apple snow with .a custard sauce would be ap- 
propriate. Favors could be gilded wishbones tied to 
cards on which good wishes are written. 


Saint Patrick’s Day: 


Invitations: 
Write on paper shamrocks, harps, or snakes. 
Use the Irish brogue in wording the invitations. 


Decorations: 

Green crepe paper streamers, trailing green vines. 
Potted shamrocks, a Blarney Stone. 

Daffodils. 

Paper shamrocks pinned to curtains. 

Candle holders made from Irish potatoes. 

Toy snakes. 


80 GAMES AND PROGRAMS 


Activities: 

Various kinds of potato races. 

Reading or telling of Irish jokes. 

Soap bubble blowing contest (Irish clay pipes tied 
with green). 

Sing Irish songs. 

Charades to represent names of Irish towns, for ex- 
ample, Cork, Dublin, Belfast, etc. 

Game of “Hot Potato” (tossing a knotted handkerchief 
about the circle. Person in center tries to catch it or 
touch person holding it). 

“Chasing the Snakes out of Ireland”: Make four card- 
board snakes eighteen or more inches long. Divide the 
crowd into two groups. Each group stations half of its 
men at each end of the room. One person from each 
group starts from a given line and lays his two snakes end 
to end clear across the room. His partner then returns 
in the same manner. This continues until all players of 
groups have run. The side finishing first wins. 


Refreshments: 

Potato salad on green lettuce leaf, sandwiches, pickles, 
and coffee. Ice cream with shamrock motif in center, 
cake and green mints. Mint punch (lemonade and ginger 
ale with bruised mint leaves) and cookies shamrock shape. 
Thanksgiving Day: 

Invitations: 

Write on cardboard pumpkins, horns of plenty, or 
turkeys. If Puritan idea is used, write on gray cardboard 
and draw pen-and-ink sketch of a Puritan figure. Use 
the old English word “‘ye’’ instead of “‘you.” 


Decorations: 
Autumn vines and foliage; chrysanthemums and 





“tac ete: 















avM dO ONL NIVHO 





SPECIAL OCCASIONS 81 


dahlias; autumn fruits and grains; pactares of Puritan 
characters and scenes. 

Make vegetable bird for centerpiece; body, a squash; 
head, a turnip; tail of parsley; cranberry eyes. 

Activities: 

Guessing contests: Number of grapes in a certain 
bunch, number of seeds in a pumpkin, number of nuts in 
a jar, number of kernels on an ear of corn, etc. 

Guessing a Thanksgiving menu when each word is 
pied, for example, Yetruk (turkey). 

Quaker meeting (see chapter on ‘‘Quiet Games’’). 

Have someone tell of Puritan days and customs, 

Contest: Stringing wet pumpkin seeds. 

Pass cards with the words ‘“Thanksgiving Day” at the 
top. Allow ten minutes to see how many smaller words 
can be formed with the letters contained in these words. 

Thanksgiving Day is always a family day, therefore a 
contest for guessing relations is appropriate: 

1. Your father’s uncle’s brother’s sister? Great aunt. 

2. Your aunt’s mother’s father’s wife? Great grand- 

mother. 
. Your mother’s nephew’s daughter’s son? Third 
cousin. 
. Your brother’s son’s sister’s mother? Sister-in-law. 
. Your sister-in-law’s father-in-law’s grandson? 
Nephew. 
. Your sister’s father’s stepson’s mother? Stepmother. 
. Your uncle’s father’s only granddaughter? Yourself. 
. Your brother-in-law’s wife’s grandmother’s hus- 
band? Grandfather. 


Refreshments: 


Coffee; apples and nuts. 
Chicken sandwiches, olives, chocolate and cake. 


wW 


cosr ON wm 


52 GAMES AND PROGRAMS 


Valentine’s Day: 
Invitations: 


Write on paper hearts. 
Invite guests to wear something to ante some 
famous lovers in history or fiction. 


Decorations: 


Red and white: roses and festoons of red hearts. 

Pink and white: pink roses, bowknots, ferns and 
strings of pink hearts. 

Activities: 

Guessing contest based on the characters represented 
by the guests. 

Guessing contest: ‘Flowery Romance”’ (see chapter 
on “Quiet Games’). 

Progressive games with heart-shaped score cards. 

Valentine box: Each guest brings one to place in box. 
Later have them distributed and read. 

Making of valentines from bits of lace paper, pictures, 
etc. Award prize for prettiest or most clever one. It 
adds to the fun if each person is given the name of 
another guest for whom the valentine is to be made. 

Writing of valentine rimes. 

Proposals: Provide girls with paper hearts and 
mittens. Boys create opportunities to propose during 
the evening. The man winning the most hearts should be 
rewarded. 

Archery contest: Large cardboard heart divided into 
sections marked matrimonial success, single blessedness, 
three times married, etc. Blindfold players and let them 
throw paper arrows tipped with pins. 

Heart hunt: Hide one red sugar heart and many paper 
hearts, gold, silver, red, and white. The sugar heart 
means first to marry; the others score points: gold, five; 


SPECIAL OCCASIONS 83 


silver, three; red, two; white, one. Boy and girl with 
largest score are crowned king and queen of hearts. 

Drawing hearts: Blindfold players and have each 
draw a heart on the blackboard and write his name in 
the center. 

“A Knot-tying Party”: Let guests march into adjoin- 
ing room to wedding march; here they find a comfort 
ready to tie. 


Refreshmenis: 

Heart-shaped sandwiches and wafers with pickles and 
coffee. 

Ice cream with heart motif and pink iced cakes. 


Washington’s Birthday: 
Invitations: 


Write on a leaf attached to the back of a large red 
cherry or upon a paper hatchet tied with tricolored 
ribbon; or on a card bearing a colonial silhouette. 


Decorations: 


Patriotic: Flags, pictures of Washington, his wife, and 
his home. 

Colonial: Antique furniture and appointments. Use 
candle light where possible. 

Activities: 

Have several couples in colonial costume dance the 
minuet. 

Guessing contest where the names of the Presidents of 
the United States are pied (see chapter on “Quiet 
Games’’). | 

Pin pictures of the Presidents about the room; have 
each one numbered and provide guests with paper and 
pencil to record their guesses (see small sized Perry 
Pictures). 


84 GAMES AND PROGRAMS 


“Cutting Down the Cherry Tree’ can create much 
merriment. Have a tree made of clay and a small toy 
hatchet. Blindfold each guest and let him attempt to 
cut the tree down. 

Pin names of Revolutionary characters to backs of 
guests. Let them guess whom they represent by hints 
thrown out by others. 


Refreshments: 

Cherry ice and cake. Candied cherries. 

For colonial evening serve Virginia fried chicken with 
rice, waffles, and maple syrup. 

Favors could be tiny cockade hats filled with candies. 


CHAPTER VIII 
ATHLETIC TEAM GAMES 


THE recreation program in either church or com- 
munity club should give a distinct place to:athletic 
team games. Team competition provides a splendid 
opportunity to develop the social ideals of coopera- 
tion, loyalty, and fair play while under great pres- 
sure and emotional strain. Both youth and adults 
have need of the continued stimulus that comes 
from vigorous play with and against others in team 
competition. 

Certain team games only are adaptable to church 
and club work. Basketball, volleyball, handball, 
indoor baseball, tennis, and badminton are the most 
suitable of the highly organized team games. These 
are described very briefly in this chapter. For de- 
tails of playing rules and principles the reader is 
referred to the Spalding Athletic Library official 
rule books, and to Bancroft and Pulvermacher, 
Handbook of Athletic Games, published by the Mac- 
millan Company. 


Badminton: 

An English game similar to tennis, played in 
modified form in America. A “‘shuttlecock’? and 
light ten-ounce racquet are used. The shuttlecock 
is a feather-balanced cork which turns over in the 
air when hit. As it will not bounce, every stroke 
must be volleyed. 

The court measures 25x50 feet, with top of net 5 


85 


86 GAMES AND PROGRAMS 


feet from ground (a volleyball net will serve). The 
playing space on each side of net is divided into two 
equal halves by a service line drawn parallel with 
the end lines. A line connecting these two, midway 
between the side lines, completes the service courts. 

The service is made underhanded from the right 
hand service line into the opponent’s service court 
diagonally opposite. The service must also be re- 
turned underhanded, but thereafter players may 
strike the ball either over or underhanded. The 
general rules of scoring and playing correspond to 
tennis. 


Basketball (Boys): 


The playing space or court may vary in size up 
to a maximum of 5oxogo feet. For high-school boys 
a court 45x70 is large enough, and for younger boys 
it should be reduced to 35x50 or less. The length of 
playing periods should be reduced also. The 18- 
inch goals are suspended ro feet from the floor on 
4x6 ft. backboards placed 2 feet inside the end 
lines. 

Each team consists of two forwards, two guards, 
and one center. ‘Two points are scored for each 
goal thrown from the field during play, and one 
point for each goal made from a free throw. If 
score is a tie at end of playing time, a five-minute 
additional period is added. Officials for the game 
should include a referee, an umpire, a scorer, and a 
timekeeper. 

On the toss-up the center must hold one hand 
behind his back, and may not catch the ball until it 
has first been batted by himself or his opponent. 
The toss-up is used at the center circle at the be- 


ATHLETIC TEAM GAMES 87 


ginning of each quarter and half, after each goal, 
and after double fouls. It is used at the point of 
play on ‘“‘held ball’? between two players, and in 
other doubtful cases. 

The ball may be passed, bounced, or dribbled to 
a team mate. The dribble must end when the ball 
comes to rest in one or both hands or is touched by 
both hands simultaneously. The player must then 
either throw for goal or to another player. In 
starting a pass or dribble the player may not take 
more than one step in any direction before the ball 
leaves his hand. 

The ball is declared out of bounds when either 
the ball or the player holding it touches the boun- 
dary line, the floor outside, or the supports of the 
backboard. An opponent of the one last touching 
the ball puts it in play again at the point where it 
went out. He is allowed five minutes to throw it 
in, and may not touch it again until it has been 
touched by some other player. His opponent in 
guarding the throw may not stand closer than three 
feet. 

Fouls or infractions of the rules are of three 
types: violations, technical fouls, and _ personal 
fouls. For minor violations the ball is given to an 
opponent out of bounds at the nearest point. These 
include: advancing with the ball, making an illegal 
dribble, violating jumping rule in the toss-up, pass- 
ing ball out of bounds, and illegally returning ball 
from out of bounds. 

For technical fouls the opponents are given a free 
throw for goal. These include: delaying the game, 
interfering with a throw-in from out of bounds, 
interfering with a ball when on or in the basket, 


88 GAMES AND PROGRAMS 


entering game without notifying referee, talking to 
officials, coaching from the side lines. 

For personal fouls the opponents are given a free 
throw, and the player is charged with a personal 
foul. A player making four personal fouls during a 
game is immediately removed by the referee. A 
personal foul committed by defending side within 
17-foot penalty zone gives the opponents two free 
throws. Personal fouls include: holding, blocking, 
tripping, charging, pushing, or using unnecessary 
roughness. 


Basketball (Girls): 


Girls’ basketball is an adaptation of the boys’ 
game to provide a less strenuous form of play. It 
is very important that recreation leaders should not 
permit girls to play under boys’ rules no matter 
how much they may insist. Experienced leaders 
have found after many trials that it is a dangerous 
procedure even under expert leadership. 

The following differences from the boys’ game are 
important: The playing space is divided into three 
equal sections by cross lines, separating forwards, 
centers, and guards. An additional center is used, 
making a team of six. Each player must remain in 
her own section. Line fouls (stepping over a line) 
are penalized by giving the opponent the ball for an 
unguarded throw to team mate. In case of double 
line foul the ball is tossed up between the two 
players. 

On the toss-up a center may not catch the ball 
after batting it until it has touched the floor or 
another player. The ball may be thrown or 
bounced, but not rolled or handed to another 


ATHLETIC TEAM GAMES 89 


player. The dribble is limited to a single bounce 
(in which ball must come above knee), or to a single 
toss in the air (juggle). The player must throw 
the ball within three seconds after catching it. 
Scoring is the same as in the boys’ game except 
that a two-handed overhead shot from the field 
counts only one point. 

The penalty for both technical and personal fouls 
is a free throw. A personal foul against a player 
throwing for basket is penalized by two free throws. 
A player is disqualified after four personal or five 
technical fouls, for a total of six of both kinds, or 
for unnecessary roughness. 

Personal fouls include holding, blocking, tripping, 
pushing, and overguarding where personal contact 
is made. Technical fouls include advancing with 
the ball, bouncing or juggling ball more than once; 
catching ball on toss-up, coaching from side lines, 
delaying the game, failing to notify referee when 
entering the game, kicking or striking ball with fist, 
overguarding opponent, passing ball to teammate 
while making free throw, rolling or handing ball, 
snatching or batting ball from opponent’s hands. 

Nine Court Basketball is an excellent modification 
of the girls’ game which provides still more limited 
action and permits the use of larger numbers of 
players, by dividing the court into nine sections. A 
full description of the game will be found in Games 
for the Playground, Home, School, and Gymnasium, 
by Jessie Bancroft, p. 338. 


Handball: ; 


The single wall court is 20 feet wide by 4o feet 
long with a 16 foot wall. Smaller dimensions may 


90 GAMES AND PROGRAMS 


be used. -A service line parallel with the wall di- 
vides the court into two equal sections. The regu- 
lation rubber handball, a tennis ball, or a volleyball 
may be used. The game consists of 21 points. 
Scoring is by the server only. A fault by the server 
constitutes a “hand out’ and his opponent be- 
comes server. 

The server bounces the ball and strikes it with 
the open hand against the front wall, attempting to 
serve it into the court back of service line. He is 
allowed two trials and if he fails it is a fault. The 
recelver must return the ball against the wall. 
Failure constitutes a fault and gives a point to the 
server. | 

A ball striking a line is considered good. The 
ball may be struck only once on its return to the 
wall. If a served ball strikes server or partner, or 
if a ball in play strikes a player after hitting front 
wall, it is a fault. If ball en route to wall strikes an 
opposing player, it is a “hinder” and ball is played 
over. Interference by an opposing player also is a 
hinder. 


Indoor Baseball: 


The Indoor diamond is similar to baseball, but 
smaller. Base lines may be from 27 to 60 feet de- 
pending on age of players and space available. The 
ball is soft and large (from 10-17 inch) and a smaller 
bat is used. Teams usually consist of nine or ten 
men, but more may be used. 

The ball is pitched underhanded. A batted ball 
is fair or foul depending on where it actually strikes 
the ground. Foul tips are not considered strikes 
unless caught by the catcher. A base runner may 


ATHLETIC TEAM GAMES gt 


not leave his base while pitcher holds the ball or 
until pitched ball reaches the batman, under pen- 
alty of being called back by the umpire. 

The present tendency is to follow regular base- 
ball rules more closely, using smaller ball, larger 
bat, longer baselines, and permitting base stealing. 


Tennis: 


The tennis court measures 27x78 feet for the 
“singles” game. In ‘‘doubles” the two side alleys, 
each measuring 414 feet, are used making the total 
width 36 feet. The height of the net should be 314 
feet at the posts and 3 feet at center of court. 

The server stands with both feet back of the base 
or end line on right side of court, and serves into 
the service court diagonally opposite. If he fails, 
it is a fault. Two faults give point to opponent. 
The server continues serving until the end of the 
game, alternating on right and left sides of court. 
His opponent is server for the next game. 

The receiver must return the ball after the first 
bounce. Thereafter it may be ‘‘volleyed” or hit be- 
fore it strikes the ground, if desired, by either player. 
After the service, play continues until one player 
fails to return ball to opponent’s court, when a 
point is scored for his opponent. If player touches 
net with body or racquet or reaches over net to 
strike ball, a point is scored for his opponent. Balls 
striking lines are good. 

The player first winning four points takes the 
game, except in case of a tie score of 3-3. Then 
either player must secure two points more than his 
opponent to win, as 5-3 or 6-4. The player first 
winning six games takes the set, except in case of a 


Q2 GAMES AND PROGRAMS 


tie score of 5-5, in which case either player must 
secure two games more than his opponent, as 7-5 
or 8-6. 

Squash Tennis is an excellent game combining 
the elements of handball and tennis. It is played 
with a tennis racquet and ball on a handball court, 
using handball rules. 


Volleyball: 


The usual court measures 30x60 feet. The net 
should be hung with the top exactly 8 feet from the 
floor, although it may be lowered for girls and chil- 
dren. The official team consists of six players, but 
any number may be used. The game may be played 
by two or four players by dividing the court longi- 
tudinally, using half the space. 

The purpose of the game is to volley the ball 
back and forth across the net without letting it 
strike the floor. As in handball scoring is by the 
serving side only. Players rotate at beginning of 
their service, each player on a team serving in turn. 
Players should be numbered. Ball is served from 
back of end line and must go over without assistance 
from other players. 

A “point” is scored for the serving side if op- 
ponents fail to return ball. ‘‘Side out” is declared 
if serving side fails to serve or return ball properly. 
The game is won by side first making 15 points. 

The ball may be struck (relayed) three times on a 
side, provided no one player hits it twice in succes- 
sion. It may also be played after striking the net. 
Girls may relay ball any number of times, either on 
or after service. 

It is illegal and counts against side for a player to 


ATHLETIC TEAM GAMES 93 


strike ball while supported by any object or other 
player, hit ball twice in succession, catch or hold 
ball, reach over or touch net while playing ball, 
serve out of order, step on or over back line, enter 
opponent’s court to recover ball, serve out of order, 
delay the game, allow ball to touch his person or 
clothing below hips. 


Minor Baseball Games: 


A number of very valuable and interesting modi- 
fications of baseball may be used to stimulate in- 
terest, develop skill, and use larger numbers of 
players. The indoor bat and ball may be used or a 
volleyball, soccer ball, or basketball may be substi- 
tuted. The author has used very successfully a 
tennis racquet and ball as a substitute (in the 
gymnasium). 

The ball may be struck with the open hand (bat 
ball), hit or punched with the fist (punch ball), 
kicked with the foot (kick ball), etc. The ball may 
be pitched underhanded by a regular pitcher; it 
may be tossed up and struck by the batter himself; 
it may be bounced and struck, or kicked; or it may 
be placed on the floor and struck or kicked. 

The regular bases may be used, each runner mak- 
ing the circuit, or a single base may be placed at 
the end of the playing space opposite home plate, 
to which batters must run and return (long ball). 

One or more of the following methods may be 
used in declaring a batter or runner out: caught out 
on fly ball, thrown out at home base or at end base, 
tagged en route either way, hit with ball (use only 
with soft ball) (boys). Regular fair- and foul-ball 
rules may be used, or instructions may be to run on 


94 GAMES AND PROGRAMS 


anything. By using a home zone in place of base 
three or four batters may be permitted to bat, 
remaining behind the line, and then all run together 
as last man of group bats. 


Other Minor Games: 


Mention should also be made of Horseshoe Pitch- 
ing, Quoits, Bowling on the Green, Croquet and Roque 
as valuable additions to the recreation program 
especially for adults. Standard weight horseshoes, 
quoits, and other equipment can be secured through 
sporting goods: stores. Roque is similar to Croquet 
in principle, but is a more scientific game, using a 
hard rubber border around the court to make ball 
rebound. 


CHAPTER IX 
PLAYGROUND GAMES 


THE informal playground games have a very definite 
educational influence in stimulating keener observation, 
getting quicker reactions, quickening the sense percep- 
tions, and the imagination, and in developing agility and 
skill. Their social value is incalculable, and they are 
worthy of far wider use in recreational programs. 

Most of them emphasize the primitive instincts o1 
hunting, chasing, fleeing, and capture. Some are highly 
competitive, others less so. In most cases their formation 
is of the circle or line type. 


Black and White: 


Players divided into two teams, equal in number, and 
standing in parallel rows. A disk, black on one side and 
white on the other, is twirled. If white side comes up, the 
white team may tag the black. The blacks are safe if 
they can stoop before being tagged. Any player tagged 
drops out of game. If the black side of disk comes up, 
the blacks tag the whites. Team wins that puts out all 
opponents. Keep players alert by frequent twirling of 
disk. (Or, instead of stooping, players may run to 
specified goal. Those caught may join opponents instead 
of dropping out.) 

Bombardment: 

Line drawn across center of field. Two sides chosen; 
each player has Indian club which he stands up in line 
with others of team back of line, and must keep it stand- 
ing while opponents throw basketball to knock it down. 


95 


96 GAMES AND PROGRAMS 


A number of balls are kept going, and must be thrown 
as soon as received. If club is knocked down, it must be 
righted before ball is returned by guard. Each club 
knocked down counts for score of opponents. Players 
may run to line to throw ball. Side first winning number 
of points decided on is winner. (Or clubs may be left 
down when knocked down, and side wins which first 
knocks down all of opponent’s clubs.) 


Bull in the Ring: 


Players clasp hands and form circle. One person, the 
bull, is in the ring. He tries to break out; when he suc- 
ceeds, all break and run to catch him. The one catching 
him becomes bull for next game. 

Cap Tag: 

One person is “It.’? One person holds cap in hand. 
The “It” runs after him and if the latter is tagged, he 
becomes “It.” Person having cap may throw it to the 
other players if he is in danger and “It” then chases 
person holding cap. If cap is dropped, person dropping 
it becomes “It.”” A game called ‘‘Poisoned Handkerchief” 
is played in same way. Circle is formed, and “It” is in 
the center trying to tag person with the handkerchief. 


Chain Tug of War: 


Players in two teams, in file formation, each player 
clasping one in front of him around waist. Front player 
of each team clasps hands with opposing team leader (or 
leaders may grasp wand, rope, etc.). At signal all begin 
pulling. Side wins which pulls opponents greater dis- 
tance. 


Chips (Stealing Sticks): 


Two leaders are required to choose sides. Two bands 
line up in front of a line, each side guarding against the 


PLAYGROUND GAMES 97 


enemy. Back of the line each has drawn a circle in which 
a dozen chips are placed. The object is for each side to 
steal the chips of its enemy. If the thief is caught before 
he puts his foot in the circle, he remains until some of 
his men can get him out. One chip, or one person only 
can be taken at one time. 


Circle Stride Ball: 


Players in circle, in stride stand position. One player 
in center attempts to throw ball out of circle between 
feet of some player, who prevents by use of hands only. 
If successful, that player must chase ball and try to 
throw it back into circle in same manner, players facing 
outward. 


Dodége Ball: 


Half of players form large circle; other half stand 
within, scattered. Circle players have basketball with 
which they try to hit feet of dodgers in circle. When 
dodger is hit he drops out. All “dodgers” out, they be- 
come circle for next game. Each side is timed to note 
time required to put each circle out. 


Hill Dill: 


Two parallel boundary lines are drawn from 30-50 
feet apart; one player is chosen to be “It” and stands in 
_the center. The other players stand in two equal groups 
beyond the boundary lines, one group on each side. The 
center player calls out, ‘Hill, Dill! come over the Hill!” 
The other players then change goals and as they run 
across the open space the one in the center tries to tag 
them. Any who are tagged, assist him in tagging the 
others. 


Hound and Rabbit: 
Three players form tree by standing in circle formation 


98 GAMES AND PROGRAMS 


with hands on each other’s shoulders. Fourth player, 
Rabbit, stands inside of tree. There are a number of 
trees, rabbits, one odd rabbit, and a hound. Hound 
chases rabbit, rabbit darts into tree. No two rabbits 
allowed in same tree. When one rabbit enters a tree, 
the rabbit already in the tree must flee for safety to 
another one, etc. When rabbit is tagged he changes 
places with hound, who in turn becomes rabbit. 


Hunt the Fox: 


Players form two parallel lines. Leader of one line is 
fox; Jeader of second line is hunter. Fox runs in and 
out among his own players, then in and out among 
players of other line, trying to reach his own place 
again, before hunter can tag him. Hunter must follow 
in footsteps.of fox, and failing to do so must go back 
over trail and repeat. Fox may skip several players in 
his weaving in and out among them. If tagged, he 
changes place with hunter, and takes the place at the 
head of hunter’s file, while former hunter goes to the 
foot of the fox’s file. Chase goes on as before. 


Japanese Tag: 


The one who has been tagged must place his hand on 
the spot touched, and holding this position he must 
chase the other players until he has tagged one of them, 
who in turn becomes “It.” 


Mat Tas: 


Suitable for gym or other enclosed space. Several 
mats are placed on floor at some distance apart, prefer- 
ably in circle formation. (Other forms of bases may be 
used.) Players run around circle from one mat to 
another, while extra player or two try to hit them with 
soft indoor ball or tennis ball. Any player struck 


PLAYGROUND GAMES 99 


changes places with thrower. Runners safe only when 
standing on mat or base. 


Pig ina Hole: 


Players in circle formation, each supplied with stick 
or wand. Each player digs small hole in front of his 
place in circle. One extra player in center of circle with 
larger hole tries to get “pig” (basketball or other ball) 
into center hole with his stick, while other players try 
to prevent him. Game begins with all players placing 
sticks in center hole under ball. On signal all lift ball 
with sticks and rush to small holes, each player putting 
end of stick in hole. One player is left without hole and 
becomes “It.”” When other players withdraw sticks 
from holes to prevent him getting pig back in center, he 
may take their hole, then they become “It.” If “It” 
gets ball in center, game begins over again. 


Poison Snake: 


Divide the players into small circles of about eight 
each. In the center of each circle place an Indian Club. 
This object in the center of the circle is “poison.” The 
players grasp hands and, by pushing and pulling, try to 
make one of the players touch or overthrow the poison. 
The player doing so is poisoned and must leave the circle. 
This continues until one is left. Several clubs may be 
used. Or a small circle on floor may be the “poison 
circle.” 


Prisoner’s Base: 


Two lines about sixty feet apart are formed. Players 
divide, taking sides. At right of each line, outside, is a 
circle three feet in diameter. The teams face each other, 
object being to tag each other while between goals. The 
last one to leave goal has the right to tag someone who 


i Kore) GAMES AND PROGRAMS 


left before him. In the way thus described each man 
may help one of his team. When anyone is caught he is 
put in prison and can be taken out only if one of his side 
succeeds in touching his hand. A number of prisoners 
may join hands and get nearer to their goal. Side having 
most prisoners wins. 


Rope Rush: 


Two opposing teams face each other in lines some 
twenty or thirty feet apart. A long rope is placed on 
floor midway between lines and parallel with them. At 
signal all rush for rope and begin to pull. Side wins 
which has more players on its side of dividing line at 
expiration of specified time. 


Rope Skip (Skipping Circle): 

Players in circle formation. One in center with long 
rope weighted slightly on outer end, lies on back and 
swings rope around in circle. Other players attempt to 


jump rope each time it comes around. Anyone caught by 
rope takes place of one in center. 


Scrimmage Ball: 


Players divided into two equal groups at opposite ends 
of gym or playing space. Basketball or soccer ball placed 
on floor midway between players. On signal players 
rush for ball and attempt to strike it with open hands, 
only and drive it through to opponent’s goal, which may 
be indicated by upright posts, marks on wall, or other 
means. Many modifications may be used, such as having 
one goal keeper, or having half of team serve as goal 
keepers while other half play forwards, changing places 
after each goal, etc. Very attractive game for boys. 


Sharp Shooting: 
Players form line facing one player, the “Target,” 





PLAYGROUND GAMES Tor 


who stands with back turned, about fifteen feet from the 
line. A ball, tennis or basketball, is passed from one 
player to the other while “Target” counts ten. Player 
having it when ten is called throws it at the “Target.” 
“Target” turns around quickly when hit and guesses who 
threw the ball. If guess is correct, the person guessed 
becomes the “Target.” If “Target” is missed, person 
throwing the ball becomes ‘“Target.” 

Snatch the Handkerchief: 

Parallel lines are marked about fifty feet apart. Half 
way between lines on a stick is placed a handkerchief. 
Players divide, each side taking its place behind own 
line. At signal, player on right of each line runs to get 
handkerchief. One getting it is pursued by opponent. If 
caught, the one with the handkerchief is opponent’s 
prisoner. If not caught, the opponent is prisoner. Side 
having most prisoners wins. 

Square Tag: 

Group divided equally and placed at diagonal corners 
of a square. Each puts hands on shoulder of one in front 
of him. At signal lines begin to run around square, 
leader of each line trying to tag last one of other line. 
Each tag counts a score and lines go back to starting 
place. Time limit is four minutes. 

Towel Tag (Beetle Is Out): 

Players in circle, facing in, hands held behind, eyes 
fixed on center of circle or kept closed. “It” runs around 
outside of circle and places knotted towel in hands of 
some player who immediately starts chasing player next 
on his right, around circle, with privilege of beating 
him with towel until he gets back to starting point. 
One holding towel then puts it in hands of another player 
and game continues. 


102 GAMES AND PROGRAMS 


Third Man: 

Players form circle, two deep, partners standing three 
feet apart facing each other. Odd player is chased by 
chaser. Odd player must dart between two people of a 
couple, whereupon the outside player toward whom his 
back is turned must run. 


Three Deep: 

Two concentric circles are formed. Same as Third 
Man, except odd player runs in front of two players, 
making the third man at the back the runner. See also 
Partner Tag. 


Broncho Taé: 

Ts an interesting modification of Three Deep, in which 
player in rear clasps hands around waist of player in 
front, and tries to prevent runner stopping in front of 
his partner by jerking partner away as runner ap- 
proaches. Player in front tries to assist runner. Obvi- 
ously, suitable only for boys or girls alone. 


Touch Ball: 

Circle is formed, players standing shoulder to shoulder. 
One player remains outside circle and tries to touch an 
indoor or basketball that circle passes from one player to 
another. Player having ball when it is touched becomes 
“Tt.” Player dropping ball gets some penalty. Forma- 
tion may be reversed, with “It” inside, and other players 
facing out. 


Weavers: 

Circles are formed, two or three groups competing. One 
person from each circle is chosen starter. Starters drop 
out and others clasp hands. At given signal each starter 
weaves in and out under arms of his group. When he 
reaches his place again the one to his right is weaver, and 
soon. The circle wins who gets back to its starter first. 


- CHAPTER X 
RELAY RACES 


A LARGE number of standard and novelty relays are 
described here in very brief fashion. They are merely 
suggestive, and the intelligent leader will be able to 
formulate many of his own of a similar nature. 

The relay is one of the most attractive forms of com- 
petitive games for the adolescent, the pre-adolescent, and 
the adult as well. It is full of the keenest interest and 
suspense. 

Because of this keen spirit of competition it is very 
important that great care be observed in the conduct of 
all relays. 

RELAY FORMATIONS 
Dividing into teams: 

1. Appoint captains to choose up sides. 

2. Line up along the wall, and count off by twos, 
threes, or fours, according to number of teams desired. 
Then let ones take two paces forward; twos, four; threes, 
six; and fours, eight. Then have all four teams close up 
to the right or left. 

3. March in single file down center of room turning 
right and left alternately at end of room. This will form 
two equal divisions which may be divided further in 
same manner. 

For further suggestions look up the section for dividing 
a company into groups. For regular class work regular 
teams should be maintained. Teams should be chosen 
from natural divisions if possible, such as classes, rooms, 
etc. 

103 


104 GAMES AND PROGRAMS 


Methods of Conducting Relay Races: 


1. Straightaway. Requires either a circular track or 
a distance equal to the total length of race. Men are 
stationed at intervals of fifty to one hundred and fifty 
yards apart. 

2. A modification of the first method is to have teams 
line up in a single file or column behind starting line. 
The first man runs to goal line and back, touching off 
second man as he returns. 

3. The Shuttle Relay. Divide teams into two equal 
groups which are placed facing each other at opposite 
ends of track. On signal, number one of each team runs 
to opposite end and touches off (or hands baton to) 
number two, who runs and touches off number three, and 
so on until all have run. 

4. The Circle Relay. Teams stand in circle. Run 
around circle and touch off next man. Sometimes the 
two teams form one circle. This keeps the distance 
uniform for both teams, and also adds to the interest 
when one runner passes another. For certain relays 
mentioned below, one circle is formed in which the mem- 
bers of the two teams alternate. In fact, the circle is 
first formed, and then they count off by twos to form 
teams. 

EVENTS 


(The following races are run off by the second method 
given above.) 
Indian Club Relays (Basketballs, volley balls, medicine balls, 


footballs, stones, or potatoes may be substituted except where 
equipment is underlined) : 


1. Teams in stride position. Head men pass club back 
between legs. End men receive club, carry to head of 
file, and pass back. Race is won as ratty returns to 
head of file. 


RELAY RACES 105 


2. As in No. 1, except pass over head instead of be- 
tween legs. 

3. As in No. 1, only carry ball between knees to head 
of line. 

4. Asin No. 1, only butt ball with head to end of line. 

5. As in No. 1, only run in and out to position at 
head of file. 

6. As in No. 1, only end men run to goal and throw 
ball back to head man. Race is won as ball thrown by 
head man crosses the starting line. 

7. As in No. 6, only punt ball instead of throw. 

8. As in No. 6, only dropkick ball instead of throw. 

g. Carry, one at a time, six Indian clubs from circle 
back of starting line to six circles ahead. The second 
man gathers them up. Clubs must stand up. Race won 
as last man crosses starting line. (This is often run with 
potatoes, or blocks, taking them from a basket and 
placing them on crosses.) 

10. Transfer clubs between two tangent circles. (Some- 
times the club is simply knocked down by “‘1” and stood 
up by é 2. i) 

The above races may be varied by walking, hurdling, 
hopping, skipping, jumping, running around and over 
obstacles, running on all fours, etc. The shuttle form may 
be used also in g and 10, one division scattering, trans- 
ferring, or knocking over the clubs; and the other divi- 
sion replacing them. 

Novelty Relay Races (teams in column or file formation): 

Automobile: 

Two or more files contesting. Run around file, return 
to position and touch off next player. 

Chariot: 

Column of chariots, that is, two men abreast with 


106 GAMES AND PROGRAMS 


inner arms locked. Driver in back holds outer arms for 
lines. 


Centipede: 

Players ten feet apart in file. runs to and 
locks step; in this manner the athe line is Nigel up 
and then runs to the goal. 


ae 99 cc, 29 


Caterpillar: 

“1” places hands on knees. “2” holds “1” by the 
ies and head between legs, rest of players in same 
position as “2.” Run to goal. (Or all players straddle 
long pole.) 


Crab: 
Run on all fours, face turned upward. 


Couple: 

Run in couples instead of singly, arms locked. 

Equipment: 

Run to goal, stopping midway, leaving certain articles 
of clothing, such as shoes, coat, etc. On return stop and 
put them back on. Touch off “2.” 

Forward Roll Relay: 

In relay formation, with one or two mats placed in 
front of each team half way to goal. Each runner turns 
forward roll on way to goal, and sprints back to next 
player. Many modifications may be introduced. 

Hoop Relay: 

Pass hoop over body, then hand to next player who 
does same, etc. 

Jumping (For distance): 

“7” jumps as far as possible. ‘‘2” toes this line and 


RELAY RACES 107 


jumps, etc. The side wins which jumps farthest. (This 
is also run off by the shuttle method, one team jumping 
forward and the other jumping back. If the last man 
jumps over the starting line, his side wins; if he does not, 
the other side wins.) 


Jump stick: : 
“7” and ‘‘2” holding stick close to floor, run down 
file. Mahon jump over stick. “x”? remains at foot of 


line. “2” and “3” repeat performance, etc. 


Leap frog: 
Players four feet apart. Race is won as last man goes 
over. 


Monkey: 


Run on all fours to goal and return. (Also positions 
shown in Eskimo race and Eskimo jumping races may 
be used.) 


Message Relay: 

Players in relay formation. “First player stationed at 
finish line, where he is given message of some nature. 
Teams may all be given same or different messages. On 
signal player runs to starting point and grasps arm of 
next player and leads him on run to finish line, repeating 
message to him in whisper on way. Second player then 
runs back and repeats message to next player in similar 
fashion. Continue for all players. Side wins which 
finishes first with message correct. 


Obstacle: 


Four men in front Gs file ten feet apart. 
“2” as for ee frog, 3 erect, and ‘'4” 
goes around “1,” over “2,” Maround « ” and under 


(Any number of kinds of obstacles Nh be used.) 


“*r”’ erect, 


astride. Runner 
¢ ‘4 i >] 


108 GAMES AND PROGRAMS 


Passing the Hun: 

Double file, facing each other. Grasp hands with per- 
son opposite you. Man runs from line, jumps into arms, 
and is passed, down file. Another man at foot helps 
Hun land safely. 


Pony Express: 
Players ten feet apart. Rider changes horses without 
touching floor. Rides last horse to goal. 


Rescue: 
“‘r” carries “2” on back to goal. ‘2” returns and 
carries ‘3,’ and so on until all reach the goal. 


Rescue (Double): | 
7? and '‘‘o”? clasp hands and. carry. “3.7. \“'2" and 
“2” return Ba carry ‘‘4,”’ etc. 


Shoes and Stockings: 
Shoes and stockings in a row behind goal. 
and puts his on, returns and touches off “2,” ee 


Skin Snake: 

Stride position. Reach right hand back through lead 
and grasp left hand of man in rear. Last man lies down, 
column moves back, and members lie down until all are 
down. Then captain gets up and moves forward pulling 
up whole line after him. 


Spry: 

Teams stand on outside of large circle, in line; cap- 
tains in small circle in middle. Toss ball (bean bags) 
back and forth to all members of team. Last man to get 
ball runs to center circle and becomes captain. When 
the original captain returns to center he calls “Spry,” 
and race is won. 


“7” runs 


RELAY RACES 109 


Towel: 

Tie towel around neck. Clap three times. Untie 
and pass to next player. 

Under the Mati Relay: 


In relay formation, with mat placed crosswise in 
front of each team halfway to goal. Each runner 
crawls under mat on way to goal, and sprints back 
to next player. Corners of mats may be held down 
by other players if desired. 


Wheelbarrow: 


“7” acts as ‘‘2’s” wheelbarrow (legs, handles; 


arms the wheel). Run to goal. “2” returns and 


acts as wheelbarrow for ‘‘3,” etc. 


Comic Races (suitable for picnics, etc.): 
Nails: 
See which girl can drive most nails in given time. 
Sewing: 


See which boy can sew most buttons on cloth in 
given time. Must also thread his own needle. 


Sack Race: 


Race with legs inside gunny sack. 


Three Legged Race: 
Couples run with inside legs tied together. 
Types for Racing: 


Fat men, skinny men, short men, long men, mar- 
ried men, and single men. 


IIo GAMES AND PROGRAMS 


Wand Race: 


Race to goal balancing wand on finger. 
(Also look up Novelty Relay Races. 
these are adapted to individual races.) 


Most of 


CHAPTER XI 
PHYSICAL STUNTS 


THE individual and dual physical stunts listed here 
will be found especially attractive to boys of all ages, 
and are admirable for use at “stag-dos,”’ boys’ clubs, 
Stunt Nights, hikes, etc., as well as in regular class or 
playground work. The appeal to the physical prowess 
of the boy is very keen. 


INDIVIDUAL STUNTS 
Ankle Throw: 


Toss object over head from behind with feet. Catch 
with hands as it comes down. 
Backsliding: 

Hands palm to palm behind back. Twist upward and 
inward. 
Catch Penny: 

Elbow raised level of shoulders, hand toward chest. 
Place penny on elbow. Drop elbow and catch penny in 
hand. 

Dog Jump: | 

Jump over stick held in hands, or through clasped 
hands. 

Eskimo Race: 

Run on all fours, keeping knees stiff. 
Eskimo Jumping Race: 

Arms folded, knees rigid, feet together. Go forward 
in short jumps. 

TIr 


112 GAMES AND PROGRAMS 


Hand Clasp: 

Reach one hand over shoulder and grasp with other 
from behind. 
Head Spring: 

Toe line two feet from wall, chair between, lean for- 
ward, head against wall. Pick up chair and recover. 
Heel-and-Toe Spring: 

Bend forward grasping toes. Jump backward across 
line and vice versa. 

Hurdle: 

Place left foot against wall knee-high. Jump over leg 
with right foot without removing left from wall. 
Lath and Plaster: 

Rub head and pat chest, or vice versa. 

Pick Me Up: 

Stand back to wall. Pick up object from floor without 
moving heels. 
Pick Up Spoon: 

Kneel, place forearm on floor, fingers extended, place 
spoon at end of fingers. Now put hands behind back, 
bend forward and pick up spoon with teeth. 

Pick Up Book: 

Standing on one foot and holding other behind, lean 
forward and pick up with teeth, book, or magazine 
standing on end. 

Pray Do: 

Toe line, kneel down and get up without using hands 

or moving feet. 
tenographer: | 
Write name while describing circle with foot. 


PHYSICA MO VUN TS Tay; 


Stork: 


Stand against wall with side, cheek, hip, and foot 
touching it. Place outer foot on inner knee. 


Thumb Spring: 

Place thumbs against walls, move back. By pushing 
thumbs against walls recover position. (The palms are 
often used instead of the thumbs.) 

Tight Rope: 
Walk line looking through large end of field glass. 


Water Fall: 

Carry glass of water on head while walking across 
room rapidly. 
Wooden Soldier: 

With arms folded, lie down and get up. 


Wriggle Walk: 

Heels together, toes out. Raise right heel and left toe 
and move in same direction. Then left heel and right 
toe, etc. 

DvuAL FEATS AND CONTESTS 
Arms’ Length Tag: 

Arm extended. Try to touch opponent on body with- 

out being touched in return. 


Attack: 
Standing on one foot, arms behind back, shoulder op- 
ponent until he puts other foot on floor. 


Blindfold Boxing-Match: 

Men kneel on mat, blindfolded, and each places left 
hand on book on mat. Take turns striking at each other. 
Boundary Tué: 

Two lines and wand. Pull opponent across. 


II4 GAMES AND PROGRAMS 


Chinese Duel: 


Two men blindfolded, and each with a paper club, lie 
on floor face downward holding with left hands to cap. 
Take turns swatting each other. 


Chinese Get Up: 


Two persons sitting on floor back to back, and arms 
locked, try to get up. 


Dog Collar: 


Two on hands and knees; heads inside leather collar. 
Pull opponent across line. Do not slip head from collar. 


Dizzy Izzy: 
Player puts head down on top of cane or bat, closes 


eyes and circles around cane five times, or more. He then 
stands up and tries to walk rapidly along a straight line. 


Falling Soldier: 


Players stand in line. Leader has them stretch right 
arm forward, then left arm forward, then kneel on one 
knee, keeping arms out. While in this position, leader 
shoves one at head of line against his neighbor, thus 
knocking entire line over like nine pins. 


Hot Hand: 


One player stoops over and covers his face with his 
hands. (Better to have his face held in lap of another 
seated player.) Remainder of boys gather around him, 
and one of them swats him with the open hand, while 
other players crowd around to prevent recognition. 
Player who was down has three guesses at his assailant, 
and if he fails to guess him, must go down again. If he 
succeeds, they exchange places. 

Double hot-hand is played on the uninitiated, by 
having two men go down. The one who knows the game 


PHYSICAL STUNTS 115 


rises and swats the other one, then pretenas to have been 
hard hit himself. This sometimes continues indefinitely 
without discovery. 

A French modification of the American hot-hand con- 
sists of holding the right hand open under the left arm, 
while shielding the eyes with the left hand and turning 
the head away. The crowd stands at the back, and some- 
one hits open hand with his open hand. Same rules 
apply as above. 


Handcuff; 

1. Tie right wrist of one person to left wrist of other. 
Then tie opposite wrists in same way, crossing strings. 
Untangle strings without untying or breaking. 

2. A’s wrists are tied together. Then tie B’s wrists 
together crossing strings with A. Untangle without 
breaking or untying. 

Hog Tie: 

Tie opponent’s feet with three foot rope. 
Hand Wrestle: 

Opponents face each other. Left directly behind right 
foot. Grasp right hands and overbalance opponent. 
Keep left hand behind back. Do not touch opponent 
except with right hand. 

Hats Off: 

Knock off opponent’s hat, using open hand. 
Harlequin Wrestle: 

On one leg, right hands clasped; make opponent lower 
foot to floor. 

Hello Mike: 

Opponents lie blindfolded, face downward, heads one 

foot apart. Number one says, “Hello, Mike, are you 


116 GAMES AND PROGRAMS 


there?” Number two answers, “I am.” Number one 
takes a swing at him. Then comes number two’s turn. 
Players must have boxing gloves. 


Indian Wrestle: 

Opponents on backs, right shoulders together, legs in 
opposite direction, right arms locked, raise legs; on 
signal, hook feet together and roll opponent over on 
face. 


Jug Handle: 
Tips of fingers touching across chest. Opponent tries 
to pull fingers apart. (No jerks.) 


Knee-and-Toe Wrestle: 

Squat position, stick under knees, arms clasped around 
knees under stick. Get toes under opponent and roll 
him over. 


Long Reach: 

Toe line, lean forward resting on one hand. With 
chalk draw line as far out as possible. Recover without 
touching floor second time with hand. 

Lost Equilibrium: 

Stand about two feet from, and facing opponent, on 
either one or both feet. Holding hands up in front of 
body try to strike opponent’s hands forcibly enough to 
throw him off balance, without losing own balance. One 
hand may be used, striking either forward or laterally. 
Lunge and Hop Fight: 

One man in lunge position with one foot in circle. 
Opponent on one foot in circle. Overbalance. 

Push and Pull: 

Two lines five feet apart, opponents inside lines grasp- 

ing ends of two wands. Push or pull opponent over line. 


PHYSICAL STUNTS 117 


Rooster Fight: 

Six-foot ring. Grasp ankles. Tip opponent over or 
make him loosen grasp by shouldering. Stay inside 
circle. 

Shoulder Shove: 

Kight-foot circle; hye men on one leg and arms folded, 
shoulder a sixth man out of circle. If they lose balance, 
they must drop out of game. 


Smudge Boxinég: 

Box with gloves covered with black smudge. Other 
boxing contests are (1) Boxing, contestants standing in 
barrels. (2) Blindfold contestants. Tie with ropes so 
that they can barely touch each other. Then move them 
back and, unaware to the players, shorten ropes. Then 
tell them to go after each other. A third party may give 
players a biff on the nose now and then to add to the 
interest. 


Strength Test: 

Players sit on opposite sides of tables. Elbows on 
table. Lock wrists and try to force opponents’ hands 
down to table. 

Wand and Toe Wrestle: 

Contestants sit on floor facing each other. Knees 
flexed, toes touching, wand grasped with both hands. 
Pull opponent up and over line. 

Wand Twist: 

One man tries to twist wand out of horizontal position, 
opponent resisting. 
Wand Wrestle: 

Wand held in vertical position. Opponent tries to pull 
it down to shoulder height. 


BIBLIOGRAPHY 


Bailey, Carolyn, Children’s Book of Games and Parties. 

Baker, G. D., Indoor Games and Socials for Boys. 

Bancroft, Jessie H., Games for the Playground, Home, 
School, and Gymnasium. 

Barse, Mary, Games for All Occasions. 

Bartholomew, Marshall M. and Lawrence, Robert, Music 
for Everybody. 

Beard, Lina, Handicraft and Recreation for Girls. 

Benson, J. K., Book of Indoor Games. 

Benton, Rita, Bzble Plays. 

Benton, Rita, Shorter Bible Plays. 

Bernheimer, Charles $., Boys’ Clubs. 

Blain, M. E., Games for Hallowe'en. 

Bricker, Garland, Solving the Country Church Problem. 

Brummitt, Dan R., Epworth League Methods. 

Buck, Winifred, Boys’ Self-Governing Clubs. 

Burnell, Mrs. Caroline, Easy Entertatning. 


Camp, Walter, Athletes All. 

Chesley, A. M., Social Actimties for Men and Boys. 

Crozier, Gladys, Indoor Games for Children; Children’s 
Parties. 


Dawson, Mary, Mary Dawson Game Book; The Book of 
Entertainments and Frolics; The Book of Parties and 
Pastimes. 

- Day, Lillian P., Social Entertainments. 

Dew, Louise, Entertainments for All Occasions. 

Dickinson, D., How to Entertain Your Guests. 


Earp, Edwin L., Rural Social Organization. 
Eastman, Charlotte, One Hundred Entertainments. 


118 


BIBLIOGRAPHY IIQ 


Ebright, Homer Kingsley, Recreation for Young and Old. 
Edwards, R. H., Popular Amusements. 


Fisher, Dorothy, What Shall We Do Now? 
Fisher, Geo. J., Army and Navy Athletic Handbook. 
Forbush, William B., Manual of Play. 


Gates, Herbert W., Recreation and the Church. 

Geister, Edna, Ice-Breakers. 

Glover, Ellye H., Dame Curtesy’s Book of Games for 
Children; Dame Curtesy’s Book of Novel Entertainments; 
Dame Curtesy’s Book of Guessing Contests. 


Hall, Mrs. Florence M., Handbook of Hospitality for Town 
and Country. 

Hofmann, May C., Games for Everybody. 

Hollister, H. E., Parlor Games. 


Johnson, G. E., Education by Plays and Games. 


Kingsland, Mrs. Burton, Book of Indoor and Outdoor 
Games. 


Laughlin, Clara E., The Complete H ostess. 

Leverton, Mrs. E. W., Little Entertainments and H ow to 
Manage Them. 

Linscott, Mrs. Herbert B., Bright Ideas for Entertaining. 

Lucas, E. V. and E., Three Hundred Games and Pastimes. 


Meredith, William V., Pageantry and Dramatics in Re- 
ligtous Education. 

Merriman, Effie, Socials. 

Miller, Elizabeth, Dramatization of Bible Stories. 

Mott, Mrs. Hamilton, Home Games and Parties. 

Moxcey, Mary E., Good Times for Girls. 


National War Work Council, Community Recreation. 
Newell, W. W., Games and Songs of American Children. 


tia BIBLIOGRAPHY 


Owen, Ethel, A Year of Recreation. 
Pierce, Paul, Novel Suggestions for Social Occasions. 


Reisner, Christian, Soczal Plans for Young People. 
Richardson, Norman E., The Church at Play. 


Sheppard, Melvin, Physical Education and Athletic Games. 
Stecher, W. A., Games and Dances. 


Thompson, James V., Hand Book for Workers with Young 
People. 


Vogt, Paul L., Church Cooperation in Community Ltfe. 


Wells, Amos R., Social Evenings; Soctal to Save. 
White, Mary, Book of Games. 

White, Mary and Sara, Children’s Games and Parties. 
Wolcott, Theresa H., The Book of Games and Parites. 


INDEX 


Advertisement Party, 60 
Alphabetical Division, 28 
Alphabet Social, 61 
Animals, 25 

Animal Alphabet, 41 
Ankle Throw, 111 

April Fool’s Party, 71 
Arm’s Length Tag, 113 
Attack, 113 

Automobile Relay, 105 
Automobile Party, 60 
Autographs, 25 


Backsliding, 111 
Backward Party, 61 


Backward Hop Hurdle Race, 55 


Backward Walk, 55 
Badminton, 85 

Balloon Goal, 33 

Basketball (Boys), 86 
Basketball (Girls), 88 

Bean Dropping, 53 

Bean Extracting, 55 

Beast, Bird, Fish, 41 
Bibliography, 117 

Bidding for Partners, 29 
Black and White, 95 

Blind Obstacle, 55 

Blindfold Boxing Match, 113 
Blow It, 54 

Bluff Your Neighbors, 25: 
Bombardment, 95 

Bonnet Bee, 62 

Book and Umbrella Race, 55 
Books and Authors, 26 
Bottle Balance, 54 


Boundary Tug, 113 
Broad Jump, 59 
Broken Quotations, 28 
Broncho Tag, 102 
Bull in the Ring, 96 
Buzz, 41 


Cake Game, 47 
Candle Race, 55 
Cap Tag, 96 
Catch Penny, 111 
Catch of Fish, 33 
Catch the Cane, 34 
Caterpillar, 34 
Caterpillar Relay, 106 
Centipede Relay, 106 
Chain Tug-of-War, 96 
Chair Race, 55 
Chairless Partners, 29 
Chariot Relay, 105 
Chew the String, 54 
Chinese Duel, 114 
Chinese Get-up, 114 
Chips, 96 
Christmas Parties, 72 
Circle Stride Ball, 97 
Circle Tag, 34 
Clever Names, 29 
Clothes Hanging Race, 56 
Club Snatch, 34 
Cobwebs, 30 | 
College Party, 66 
Comic Stories, 50 
Composite Animals, 47 
Couple Relay, 106 
Crab Relay, 106 
Crazy Stories, 42 

I2I 


I22 


Cross Questions, 42 
Crossed Scissors, 42 
Curtain Ball, 35 


Deer Stalkings, 35 
Descriptions, 26 
Discus, 59 

Dividing into Teams, 101 
Dizzy Izzy, 114 
Dodge Ball, 97 

Dog Collar, 114 

Dog Jump, III 

Do This, Do That, 42 
Dot Menagerie, 48 
Drain the Bottle, 56 
Drawing Names, 30 


Egg and Spoon Race, 54 
Elopement, 56 

Enveloped Partners, 30 
Equipment Relay, 106 
Eskimo Race, III 

Eskimo Jumping Race, III 


Fad Party, 62 

Falling Soldier, 114 
Family Party, 28 

Fan It, 54 

Flower Social, 63 
Flowery Romance, 48 
Fly Away, 43 

Forward Roll Relay, 106 
Fourth of July Party, 73 
Fox, 35 


Geographic Party, 63 
Gift Shake, 26 

Going to Jerusalem, 35 
Grand March, 30 


Hallowe’en Party, 75 
Handball, 89 


INDEX 


Handcuff, 115 

Hand Wrestle, 115 

Hard Time Party, 64 
Harlequin Wrestle, 115 
Hats Off, 115 

Have You Seen my Sheep? 36 
Head Spring, 112 

He Can Do Little, 43 
Heel and Toe Spring, 112 
Hello Mike! 115 

Hickey Pickey, 43 
Hidden Flowers, 49 

High Chair Race, 56 
High Jump, 59 

Hill Dill, 97 

Hit and Miss, 30 

Hobble Hurdle, 56 

Hog Tie, 115 

Hoop Relay, 106 
Hopping Water, 54 
Horns, 43 

Hot Hand, 114 

Hound and Rabbit, 97 
House Picnic, 64 
Humming Birds and Snake, 36 
Hunt the Fox, 98 

Hunt the Ring, 43 
Hurdle, 112 


I Love My Love, 44 
Indian Club Relays, 104 
Indian Wrestle, 116 
Indoor Baseball, 90 
Inflated Bag Race, 57 


Jacob and Rachel, 36 
Japanese Tag, 98 
Javelin Throw, 59 

Jug Handle, 116 
Jumping Relay, 106 
Jump Stick Relay, 107 


INDEX 123 


Keep Moving, 37 

Kid Party, 65 

Knee and Toe Wrestle, 116 
Knife Balance, 57 


Last Couple Out, 37 

Lath and Plaster, 112 

Leap Frog Relay, 107 
Library, 28, 30 

Lincoln’s Birthday Party, 76 
Literary Evenings, 65 

Long Reach, 116 

Lost Equilibrium, 116 

Lost Handkerchief, 37 
Lunge and Hop Fight, 116 


Marching, 30 

Matching, 29, 30 

Mat Tag, 98 

Maze Tag, 37 

Message Relay, 107 

Methods of Conducting Relay 
Races, 104 

Minister’s Cat, 44 

Minor Baseball Games, 93 

Monkey Relay, 107 

Mother Goose Social, 68 

Musical Evenings, 66 

Musical Instruments, 44 

Musical Terms, 50 

My Ship, 45 


Nail Race, 109 

Name Twisting, 26 
Nation Contest, 49 
National Evenings, 68 
Neighbor’s Name, 26 
Newspaper, 50 

New Year’s Day Party, 77 
Novels, 50 

Novelty Relay Races, 105 


Numbering Off, 29 
Nut Contests, 49 


Obstacle Relay, 107 

Old Fashioned Party, 68 
Old Times School Party, 69 
Other Minor Games, 94 


Paper Race, 57 

Parcel Post, 38 

Partner Tag, 38 

Passing Objects, 38 

Passing the Hun Relay, 108 
Pencil Balance, 54 

Pick Me Up, 112 

Pick Up Spoon, 112 

Pick Up Book, 112 

Pied Names of Presidents, 51 
Pig in a Hole, 99 

Pillow Hurdle Race, 57 
Poison Snake, 99 
Pop-ity-pop, 45 

Pole Vault, 59 

Pony Express Relay, 108 
Pray Do, 112 

Prisoner’s Base, 99 
Program Cards, 31 
Progressive Conversation, 27 
Progressive Party, 69 

P’s and Q’s, 45 

Push and Pull, 116 


Quaker Meeting, 47 


Rescue Relay, 108 
Rooster Fight, 117 
Rope Rush, 100 
Rope Skip, 100 


Sack Bust, 57 
Sack Race, 58, 109 
Sack Shake, 27 


124 INDEX 


Saint Patrick’s Day, 79 ' 
Scandal, 46 

Score Cards, 29 
Scrapbooks, 27 
Scrimmage Ball, too 
Sculptor, 39 
Sculptors, 46 
Selection, 31 

Sewing Race, 109 
Sharp Shooting, 100 
Shoe Hunt, 31 


Shoes and Stockings Relay, 108 


Shot Put, 58 

Shoulder Shove, 117 
Similar Acts, 31 

Skin Snake Relay, 108 
Slipper Slap, 39 

Smudge Boxing, 117 
Snatch the Handkerchief, 101 
Spry Relay, 108 

Square Tag, IOI 
Squirrel in Trees, 39 
State Outlines, 31 
States’ Party, 70 
Statues, 46 
Stenographer, 112 

Still Pond, 40 

Stork, 113 

Strength Tests, 117 
Symphony Orchestra, 31 


Teakettle, 46 

Telegrams, 50 

Tennis, 9I 

Thanksgiving Day Party, 80 
Third Man, 102 

This Is My Nose, 46 


Thread the Needle, 58 
Three Deep, 102 
Three-legged Race, 109 
Thumb Spring, 113 
Tight Rope, 113 

Touch Ball, 102 

Towel Relay, 109 

Towel Tag, 101 

Travel, 50 

Triple Change, 40 
Triple Obstacle Race, 58 
Tucker Wants a Wife, 27 
Turtle, 58 

Types for Racing, 109 


Under the Mat Relay, 1o9 


Valentine’s Day Party, 82 
Valentine Hearts, 32 
Volleyball, 92 


Walk the Chalk Line, 58 
Wand and Toe Wrestle, I 17 
Wand Race, 109 

Wand Twist, 117 

Wand Wrestle, 117 


Washington’s Birthday Party, 


83 
Waterfall, 113 
Weavers, 102 
Wheelbarrow Relay, 109 
Whistle It, 54 
Wolf and Sheepfold, 40 
Wooden Soldiers, 113 
Word Making, 50 
Wriggle Walk, 113 


Yes or No, 28 


t 


fat 
ies 
eat 





i oe 


a 


hae i 
ih 
im 


as f i 





> 


ve ive : 7 hoe 
Ted bet ee gd 


; ‘« 5 


a? 

pla: 
Pei 
io 
ash, 2 
} 

; 





Date Due 
dé) 5 
i 19 ae 


+—— 





of 


Princeton Theological Seminary-Speer Library 


[ 





1 


: 


